Card Review with Cate: GungHo Collab

Best character from Chrono Ma:gia is not in the collab??? What can be worse than that? Well let’s hope the collab itself isn’t as disappointing than not having Luluna.

7★

Orage

[4691] Orage
双殲装姫オラージュ

Attacker / Machine

Active Skill: Deal damage equal to 5% of enemies’ max HP; Change 3rd row from bottom to Water orbs; Change 3rd column from right to Water orbs (12 max CD)

Leader Skill: [No Skyfall]; 2x ATK when matching 6 or more connected Water orbs; 6x ATK for Water Att.; 1.5x ATK when matching 2 or more Water Combo

As a Leader

Orage as a leader is similar to Power Pro kun but they aren’t completely the same either. For easier content such as A3 and below, the base 36x multiplier with strong offensive subs will often be enough DPS to mow through. However if you need any more than that amount she will become much more unreliable as it requires too many orbs to have consistent damage output. While [No Skyfall] makes stalling for orbs a lot more consistent it’s still very hard to stall since the leader does not have any recovering mechanics and her abysmal RCV certainly doesn’t help.

For farming she will function just like Kaede but with restriction on colors and a less multiplier. By similar to Kaede I mean that you can swipe a Mercury board for easy 144x or combine Mercury board with row change active to unleash the 324x. Compared to Kaede, Orage certainly doesn’t provide too much and Cloud resist certainly isn’t sought after in farming purposes but she provides 3 skill boosts and has an active that can be used in combination with a non-water monocolor board to create a VDP board with full activation.

Overall she’s a decent leader but not too outstanding, she has potentials to be used in both content tackling and farming but there’re certainly others that can do it easier and better.

As a sub

She doesn’t provide much utility or offensive power either in her awakening or active skill. What she does provide is a handy active which can be used to enhance your output, increase combo count or simply make a VDP board when used with another monocolor board. Overall she will only be utilized in farming setup and whether that occasion come up often or not is another problem.

Larg

[4690] Larg
焔翼神獣ラルグ

Dragon / Balanced

Active Skill: Deal Fire damage equal to 20x of team’s total Fire ATK to all enemies; Unlock all orbs; Change top rows to Fire orbs (7 max CD)

Leader Skill: 3x ATK and reduce damage taken by 25% when matching 6 or more connected Fire orbs; 5x ATK on the turn a skill is used; Increase orb movement time by 2 seconds

As a leader

He is definitely one of the strongest farming leader for Fire. Decent multiplier with easy activation for farming, there is not much to be filled in on that aspect. For actual content purpose requiring 6 for shield makes stalling so much harder and what you’re stalling for is . Solely relying on row enhance makes him orb inefficient and unreliable for actual content.

As a sub

There isn’t much to note about him as a sub. His awakening provides damage for farming setup but it’s often not needed, his active skill isn’t exactly strong either. 20x of team’s total ATK is just too low to be meaningful and row maker usually don’t provide enough damage. He might perhaps appear on some Shishio speed farm but that’s gonna depend on whether or not an applicable dungeon even shows up.

Noah

[4689] Noah
黒奏真姫ノア

Balanced

Active Skill: Randomly spawn 4 Dark orbs; Delay enemies’ by 1 turn (8 max CD)

Leader Skill: 2x HP for Dark Att.; 2x ATK when 6 or more combos; 4x ATK when matching 2 Dark combos, up to 6x ATK at 3 Dark combos

As a leader

The lack of RCV multiplier in her leader skill can definitely be supplemented by running high RCV subs such as Eir . If we assume that the team automatically include Eir then it’s safe to say she has a safe and steady playstyle. The orb hungry problem can be solved by having good sustainability. You can certainly stall for easily with the RCV supply from Eir thereby activating the leader skill. Her playstyle is certainly slow but she will be able to clear contents consistently.

As a sub

She’s certainly the wild card that you’d put on most of the dark team. Strong offensive awakening alongside good supportive awakening easily ranks her high amongst all the dark subs. Her active isn’t exactly bad but it can be said to be lackluster. The active skill certainly is not going to be game changing all the time but it’s a delay which is highly valued in Alt. Arena and the low base cooldown allows inherit to come up much quicker and easier to cycle.

Raizer

[4705] Raizer
ライザー

Physical / Attacker

Active Skill: Reduce HP by 50%; Deal Wood damage equal to 100x ATK to one enemy; Change Fire, Dark, Jammer and Poison orbs to Wood (8 max CD)

Leader Skill: 5x ATK and reduce damage taken by 35% when above 80% HP; 10x ATK when below 79% HP; 1.5x HP & ATK for Wood Att.

  • Has Assist Evo – Orion’s Card.
  • Animated!

As a leader

Raizer has very strong tanking ability that allows him to tank DQH preempt from Alt. Arena. However he cannot tank preempt from Goemon unless you have more than 52104 base HP. While the amount is manageable it is not recommended to do so because the stats will be too concentrated into HP and making recoveries will certainly be hard in longer dungeons. Raizer certainly is a very strong leader, at above 80% HP he has 56.25x multiplier which can already clean up easy spawns with ease. His multiplier spikes up to 225x when under 80% HP which allows him to output high enough damage for all the end game dungeons. The conjunction of HP multiplier and 35% shield makes him almost invincible. Compare to similar leader, Edward which relies on stacking HP due to the conditional shield, Raizer have way higher effective HP so he doesn’t need to rely on stacking HP. Having the access to Eir is also another reason why he’s so strong, without needing to rely on other REM choices for RCV, he is certainly a lot more accessible.

As a sub

Low HP attack boost is certainly strong but there aren’t many teams that utilize this awakening as of yet. However his skill boosts and active skill may land him some spots on farm setups. Even if his sub power isn’t desired, his short cooldown still makes him easily usable as inherit.

Orion’s Card

[4706] Orion’s Card
剛弓の狩人オリオンのカード

Physical

Active Skill: Same

Leader Skill: None

Should you make this?

No definitely not, while the awakening set is tempting and helpful for long dungeons, the active certainly doesn’t help. The cooldown is also relatively short so it is very likely you will be getting an active skill that you don’t want.

Elena Brilliante

[4703] Elena Brilliante
エレナ・ブリリアント

Balanced

Active Skill: Unlock all orbs, Change all orbs to Fire and Light orbs; For 3 turns, increase skyfall rate of Fire orbs (15 max CD)

Leader Skill: 4x ATK when matching 2 Fire combos, up to 8x at 3 Fire combos; 2x ATK and reduce damage taken by 25% when matching 5 or more connected orbs

  • Has Assist Evo – Aeetes’ Card.
  • Animated!

As a leader

Her activation is simply way too orb hungry, 9 is the only way to have any real multiplier. 5 or more connected orbs is fairly easy for the shield activation but it still makes stalling for orbs way too tedious and unreliable. Comparing her to other leaders that excels in shorter dungeons like Yog , Elena doesn’t provide much more and in fact you will always need to remember to match 5 orbs instead of swiping your bicolor boards for full combo. Her potential as a leader is really not there but if there are no other choices then she’s definitely fine as your bicolor casino lead.

As a sub

Elena’s killer selection certainly covers some harder spawns in Alt. Arena , in other dungeons not so much. Compared to other powerful Fire Dragon killer sub or God killer sub she is really not that outstanding in terms of damage output. What Elena offers is a bicolor board but the cooldown isn’t exactly low either. She certainly is a lot better in shorter dungeon with her killer oriented awakenings but whether or not you will need her is another question. Overall she’s decent but she’s unlikely to be the best solution to your problems so I don’t think too highly of Elena.

Aeetes’ Card

[4704] Aeetes’ Card
魔王アイエーテースのカード

Balanced

Active Skill: Same

Leader Skill: None

Should you make this?

Probably not, even if you end up running a Red or Light TPA team I’d still says she’s not worth converting to unless you have a good amount of dupes. The combination of TPA and bicolor board is decent but it’s very unlikely you’re going to find a consistent usage out of this.

Zeta

[4701] Zeta
ゼータ

Dragon / Attacker


Super Awakening:

Active Skill: For 1 turn, increase combo count by 2; Change Light and Poison orbs to Water orbs (11 max CD)

Leader Skill: 3.5x ATK and reduce damage taken by 25% when 7 or more combos; 4x ATK and reduce damage taken by 25% when matching 6 or more connected Water orbs

  • Has Assist Evo – Paris’ Card.
  • Animated!

As a leader

Activating either part of Zeta’s leader skill is easy but activating both gets pretty tricky and definitely requires a good player to consistently do so. That’s not to mention you will not always have 6 . The double shield is pretty nice but it’s still hard to tank Alt. Arena preempt without stacking HP. You can definitely stall on floors with shields from 7 combo to get enough on board but it can get really tedious. For Zeta to be good you really need to be consistently activating both part of the leader skill, and since the condition is actually limiting I’m gonna say that he’s not really that great of a leader. Regardless, YamaP pulled him so keep an eye out for buffs.

As a sub

The mixmatching awakenings allows him to become a powerful sub with similar reason to Karin . The combo enhance allows him to have great orb efficiency for consistent damage and the row enhance allows you to push for even more damage when needed. His active skill synergize with this kind of play style as well, the only problem is that there is no leader that can currently utilize him.

Paris’ Card

[4702] Paris’ Card
竜策士パリスのカード

Dragon

Active Skill: Same

Leader Skill: None

Should you make this?

No. The use of this is quite straightforward, use it to prevent blind. There is no real need to prevent it and the active isn’t great so there’s no reason to make this.

Karin Shindou

[4699] Karin Shindou
神道花梨

Attacker / Healer

Active Skill: For 1 turn, 3x ATK for Light Att.; Change Heal, Jammer and Poison orbs to Light orbs (15 max CD)

Leader Skill: 4x ATK when 4 or more combos up to 8x at 8 combos; 2x ATK and reduce damage taken by 25% when matching 4 or more colors

  • Has Assist Evo – Hati’s Card.
  • Animated!

As a leader

On average you’d be looking at 7~8 combo on a normal board, that secures 49~56x ATK with Karin, if that’s enough for what you’re doing then she’s already great. If you need more than that, then we have to look on the second half of the leader skill. The limiting factor of needing to match 4 colors can be a problem since it limits you from using bicolor/tricolor boards, but overall it’s fine. It’s very common to have boards with 4 or more colors. If you really need to secure damage you’d be looking at double orb changers like Apollo or other burst actives. Luckily her active is a good mix of those two and it really strengthens her role as a leader. She has consistent activation with high damage potential, definitely one of the greatest rainbow leader available right now.

As a sub

Karin has great offensive awakenings and supportive awakenings. Her active is considerably short for the amount of work it does, and that’s not mentioning she has the potential to make it shorter with skill charge. Her typing allows her to take Dragon killer latent as well, which covers a good amount of difficult spawns in Alt. Arena. The only bad part about Karin is the nonexistence HP, that means that she definitely will not be ran on teams that will require HP stacking in certain dungeons. For example you will not want to run Karin on your Edward team when tackling Alt. Arena as HP is an important resource that Edward teams need.

Hati’s Card

[4700] Hati’s Card
月狼ハティのカード

Attacker

Active Skill: Same

Leader Skill: None

Should you make this?

This assist evo certainly is very tempting for people that are heavily invested into farming, but for everything else it’s better to keep her in base form. That said if you have extras it’s definitely decent to make a few into assist form since you won’t be running multiple Karin on the same team as that drops your HP way too low.

6★

Mercurius

[4693]  Mercurius
商の神メルクリウス

Attacker / Healer


Super Awakening:

Active Skill: For 3 turns, Increase skyfall chance of Wood orbs; Delay enemies’ by 2 turns (10 max CD)

Leader Skill: 2x ATK for Wood Att; Reduce damage taken slightly; 2x ATK when matching 2 Wood combos, up to 3x ATK at 3 Wood combos

Mercurius has great farming potential with the amount of dragon killers she can stack. The problem is there is no real application to use her as of now. In harder 3p Dragon rush her damage will only be voided. In SDR I would be looking at builds that are like this since there’s no point in improving the current green row farming as they do enough damage already. As good as Mercurius look on paper, there’s really no practical usage of her yet. Perhaps in the future but I doubt there will be content that will let you stream roll through with pure damage.

Artemis

[4695] Artemis
貞潔の女神アルテミス

Attacker / God

Active Skill: Change top row to Light orbs; Change Poison and Jammer orbs to Heal orbs (6 max CD)

Leader Skill: 3.5x ATK when matching 6 or more connected Light orbs; 2x ATK and reduce damage taken by 50% when matching Heal orbs in a cross of 5

Her only usage is to be killing evo mats and that means weekday dungeons or Gem temple. Weekday dungeons are easy enough so you don’t really need her in any of the build. In Gem temple light teams are very hard to construct and there are way easier teams that you can make so she really isn’t that desireable.

Shust

[4694] Shust
凍刃神獣シュスト

Dragon / Balanced

Active Skill: Reduce HP to 1; Deal Water damage equal to 300x ATK to one enemy; Change bottom row to Water orbs (15 max CD)

Leader Skill: 2x ATK when above 50% HP, 5x when below 49% HP; 2x ATK and reduce damage taken when matching 6 or more connected Water orbs

The best part about Shust is really the 300x ATK nuke. I’m not very impressed about a single row of Water orbs as popular Water farming lead requires more than 6 to fully activate, and it certainly doesn’t work with Zeus teams. Perhaps there will be some DMeta farm team where you can utilize this to the greatest but I’m hesitant to say that there’re any builds that can use him to the fullest potential.

Belial

[4692] Belial
煉獄の双星ベリアル

Physical / Devil


Super Awakening:

Active Skill: Deal 10,000 fixed damage to all enemies; Change all orbs to Fire, Dark and Heal orbs (11 max CD)

Leader Skill: 3.5x ATK for Fire Att.; 2x ATK & HP for Physical and Devil types

Their active will be a consistent installment for the popular Shishio or Madoo A3 speed farm team as it generates roughly 3-4 turns worth of damage while maintaining the utility of killing PreDras, Pys as well as making FUA boards, but aside from that there aren’t much to them.

Kaguya

[4707] Kaguya
ツクヨミの姫カグヤ

Balanced

Active Skill: For 1 turn, increase orb movement time by 2 seconds, 2x RCV and 2x ATK for Light Att. (8 max CD)

Leader Skill: 3x ATK and reduce damage taken when matching 6 or more connected orbs; 4x ATK when attacking with 3 or more colors

Her leader skill is extremely easy to use and still provides a decent multiplier. It sucks that she doesn’t have any offensive oriented awakenings herself, that’s basically saying 1/3 of your team supple very little damage and her mediocre multiplier certainly doesn’t make up for the loss. She’s certainly a usable leader early on but eventually you’ll have to switch out for something better.

Joker

[4708] Joker
悪魔の参謀ジョーカー

Devil

Super Awakening:

Active Skill: Recover 50% of max HP; For 1 turn, increase combo count by 1 (9 max CD)

Leader Skill: 3x ATK and 1.5x HP for Dark Att.; 2x ATK when 4 or more combos up to 4x at 8 combos

Joker is workable as a leader but nothing much to him. His leader skill is flexible and easy to use but there’s nothing special to it. His active is long for what it does but it’s still within a manageable length. He’s just decent throughout, nothing bad but nothing stellar about him.

5★

Konohana Sakuya

[4697] Konohana Sakuya
コノハナサクヤ

Attacker


Super Awakening:

Active Skill: Recover 7,000 HP; For 4 turns, recover 10% max HP (5 max CD)

Leader Skill: 1.5x HP & 3x ATK for Attacker type; 1.5x ATK when skill is used

While 10% may seem low to you, it is still 40% of your max HP over 4 turns on a 5 turn CD. It is easily cycleable for teams that have high HP and low RCV. She’s usable for some setups but don’t expect too much from her.

Tenfuufa

[4698] Tenfuufa
テンフーファ

Physical


Super Awakening:

Active Skill: For 2 turns, 1.5x ATK for Dark Att.; Change Water orbs to Dark; Lock Dark orbs (9 max CD)

Leader Skill: 2x HP & ATK for Dark Att.; Recover HP equal to 20x RCV when matching orbs

She has decent attack after limit break and along with offensive awakenings she can be a decent sub, but it will still require a heaft amount of exp fodder. If you have nothing else she will still be a worthy investment for most Dark teams.

Helen

[4696] Helen
ヘレネー

Balanced


Super Awakening:

Active Skill: For 3 turns, 2x ATK for Wood Att.; For 3 turns, 2x RCV (10 max CD)

Leader Skill: 1.5x HP for Wood Att.; Increase ATK when more than 5 combo, up to 5x ATK at max

Multiple turn bursts gets used most in carry builds, that said there’re no good carry builds that utilize Wood teams as Zeus Verse pairing with Yog is just too good with Angelits .

Atalanta

[4709] Atalanta, Tempestuous Warrior
疾風の獣戦士アタランテー

Attacker

Active Skill: For 1 turn, no skyfall; Randomly spawn 3 Water orbs (2 max CD)

Leader Skill: 2x HP & RCV for Attacker type; 2x ATK when skill is used

He does too little to be good for anything. If he had actual stat or if he can stack latent balance killer he’d probably be decent, but he’s a 5★ so they can’t be that good.

Orpheus

[4710] Orpheus the Pining Poet
悲恋の詩人オルペウス

Balanced


Super Awakening:

Active Skill: Delay enemies’ for 1 turn; Change all orbs to Water, Wood, Light and Heal orbs (10 max CD)

Leader Skill: 1.5x HP for Balanced type; Increase orb movement time by 2 seconds; 3.5x ATK when matching 3+ from Water, Wood, Light, Heal orbs

Double coop boost but his effective ATK is still lower than Manticore , feels bad. His active is pretty unique and usable so at least that’s pretty great.

Delphyne

[4711] Delphyne the Dragon Princess
竜姫デルピュネー

Dragon


Super Awakening:

Active Skill: For 1 turn, 4x ATK for Dragon type (10 max CD)

Leader Skill: 1.5x HP & 3.5x ATK for Dragon type

If you’re into farming, you will definitely want to roll for her as it’s farily easy™. She can stack a huge amount of healer killers but similarly to Mercurius whether or not she will be used is another question.

Dungeon

Durandalf

[4722] Durandalf
デュランダルフ

God

Active Skill: Deal Light damage equal to 300x ATK to all enemies (25 max CD)

Leader Skill: 1.5x HP & ATK for Light Att.; Increase orb movement time by 2 seconds; Increase ATK when 7 or more combos, up to 7x ATK

  • Has Assist Evo – Plutu’s Card.
  • Animated!

He’d work decently as a starter. He provides a huge amount of time extend to help with comboing and his teambuilding is overall pretty flexible, definitely grab one when you start out. He has a very strong active, but I’ll put that in the assist form.

Plutus’ Card

[4723] Plutus’ Card
神機プルトスのカード

God

Active Skill: Same

Leader Skill: None

  • Assist Evo of Dungeon Boss, Durandulf.
  • Animated!

Inheritable 300x nuke is extremely strong despite its cooldown being extremely long. It will only be used for farming so the skill boosts will easily take care of the cooldown. Currently there are no other accessible nukes that are as strong as this that is inheritable so he’s just really good to have as a farmable.
If you’re into any farming at all, you should make at least 4 max skilled. Here’s a few build that utilize his active: Weekend dungeon, Monday dungeon. There’re certainly a good amount of use case that I haven’t discovered but eventually I will, and I won’t be regretting when I didn’t make 4.

PEM

Yoshino

[4719] Yoshino
夢見草のヨシノ

Balanced

Active Skill: For 1 turn, reduce orb movement time by 50%; Change far left column to Heal orbs (5 max CD)

Leader Skill: 2x ATK for Fire Att.; 4x ATK when matching 2 or more Heal combos; Reduce damage taken from Fire and Wood Att. by 50%

She’s decent but not outstanding. You’ll be glad to get her if you’re early on and don’t have any choices for FUA sub, but later on Rushana just does everything better.

Bahamut

[4718] Bahamut
猛激竜・バハムート

Dragon / God

Active Skill: For 1 turn, 4x ATK for Dragon type; Deal Light damage equal to 250x ATK to all enemies (25 max CD)

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

If you need to cheese Water/Light heavy dungeons then he can work as a lead aside from that Assist Durandalf does everything better, and 25 turn for a 4x burst is definitely way overweighted in cooldown.

Heracles’ Card

[4714] Heracles’ Card
半神の英雄ヘラクレスのカード

Balanced

Active Skill: For 2 turns, reduce damage taken by 30% (4 max CD)

Leader Skill: None

Not a very impactful active skill and the awakenings certainly aren’t strong either. Not something you’d really need.

Hyakuryu’s Card

[4715] Hyakuryu’s Card
白竜のカード

Dragon

Active Skill: Deal 1,000,000 Light damage to all Fire Att. enemies (8 max CD)

Leader Skill: None

Balance killer and a powerful active for farming? Sign me up. This is just a card that’s accessible and have numerous amount of usage. Since it’s from PalEgg you’d definitely want to grab a few if you can. Whether or not I’ll ever use this is another question but I’d like to keep the options available.

Conclusion

Overall the 7★ are decent but nothing too stellar. The 6★ is a complete disaster to look at. 5★ have a few interesting cards that I want but nothing that are extremely good. As a 6 stone REM, the quality is not upholding and it’s unlikely that you’ll get great results from rolling this REM. I’d only take my free roll then leave it as it is.

I’ve been farming the hell out of the collab dungeons for obvious reasons and have dumped all my PalPoint into PalEgg machine.

The best part about this collab is really the farmables, whether or not the REM can become desireable will depend on YamaP buff.

Other Authors Invade!

[speech name=tb_ax]Overall, a lot of the cards in the Gungho collab are really valuable for farming purposes, boasting killers, unique button nukes, fixed pattern orb changers, or no-puzzling leader skills. There’s definitely value in this collab, but the rates and the 6 stone price doesn’t make it seem worth it.

The cards I am most excited about are Orage, Raizer, Noa, Mercurius, Shust, and Belial. Larg isn’t enough of an upgrade from Yamamoto to pique my interest, and the nuke on his active is pretty pitiful when you compare it to Liliana’s. His own attack is also quite middling so…meh

Out of all the 7*, Orage is probably the one I want the most: extremely unique active, 3SB, no skyfall, and fairly high unconditional multiplier for no skyfall makes it a clear winner in my book. She doesn’t hit as hard as Meri off of a full board because of the total lack of row enhance, but Orage outshines her in almost every other way.

Raizer’s farming potential is skyhigh but might be too similar to Kaede for a lot of peoples’ tastes. I can definitely see him being used for Arena speedrun and in general solo farming (which is definitely picking up steam with the new solo skillup system that Gungho ist trying to push)

There’s not much I can say about Mercurius that Cate probably has, her awakenings and typing are busted for her purpose. Probably the card that most people would get the most mileage out of in dupes.

Shust’s 300x, 15CD, and secondary effect are all really impressive, but GH could drop a retrained Noah that’s a water clone of Satan Void at any time, so burning too many stones for him could lead to regret.

Noa and Belial are just toys for potentially developing my Shishio team further. Belial will obviously replace XMas Ilmina. Noa might compete with Rajoa for dark VDP but her active is so mediocre that I’d have to give up Pirate Cloak assist for a real orb changer.

Karin seems like a fun rainbow lead, but not a huge improvement over existing options. Orage’s active is great for making combo/vdp boards and having cloud resist is nice, but she’s a luxury option when double row makers will usually do the trick and I don’t have much motivation to invest into blue farming at the moment. I might trade for one of them but neither seem like must haves.

Of the lower tiers I hope to roll Orpheus for his useful board change + delay and Delphyne for her killers and reasonably strong burst active, but I won’t be doing rolls just to get them.
[/speech]

[speech name=chu2]Karin seems like a fun lead and Orage is incredibly useful in farming, but neither are worth 5 GFEs to me. From the lower rarities I hope to roll Orpheus for the nice active and Delphyne for potential red farming uses and low CD burst, but nothing feels like must haves here
[/speech]

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