Card Review with Cate: Power Pros Collab

| Jul. 18, 2018 | 280 views |   0    

The Power Pros series has always been one of my favorite games to play when I was a child. The collab certainlly strikes the nostalgia spot but not to a point where I am overwhelmed. In fact it looks like the PAD original characters are getting better treamenet than the main line up from the Power Pros franchise, but without further ado let’s pitch in and look at these adorable two-head-height characters!

6★

Power Pro-kun

[4656]
Power Pro-kun

Balanced

Active Skill: For 1 turn, increase combo count by 2; Change bottom row to Fire orbs (10 max CD)

Leader Skill: 3x ATK for Fire Att.; 2x ATK when 2 or more Fire combos; 2x ATK and halves damage taken when matching 6 or more connected Fire orbs

As a leader

Power Pro-kun as leaders already provides an extra 4 seconds of movetime just from the awakenings. It certainly helps with making combos on row teams but that’s not the problem he is facing. His leader skill full activation requires a total of 9 orbs, it is an absurd amount to maintain. Just because of how orb hungry he is I would already say he is unusable for normal dungeon tackling. In farming setups you’re better off just using other leaders that only require matching x amount of Fire orbs for multi such as Tyrannos . Overall he’s just a horrible leader, certainly feels bad to be shafted like this as the MC of a franchise.

As a sub

The only value from him is really the extra movetime. His offensive awakenings hints where he could be used but aside from fire row teams he basically contirbutes nothing to the team. That said since fire row teams are used nowhere aside from farming I’d say he is unlikely to be used anywhere.

His active skill

Power Pro-kun’s active skill is really the only thing usable. It can be used similarly to Pixel Lightning or Awoken Acala . This kind of active can be applied on monocolor board to bypass combo shields or it can also be used to setup VDP boards.

Ikari Mamoru

[4658]
Ikari Mamoru

Attacker / Physical

Active Skill: For 1 turn, increase orb movement time by 2 seconds; Unlock all orbs; Change all orbs to Fire and Water orbs (13 max CD)

Leader Skill: 4x ATK for Water Att.; 1.5x HP & RCV for Fire Att.; Increase ATK when more than 5 combos, up to 4x ATK

As a leader

Mamoru’s leader skill restrict sub pool to only / or / cards. When you’re looking at a skill like this the first thing you should look at is whether or not the given sub pool are even synergistic with it. Here’s a list of cards that I feel are relevant:

Offensive Subs
/
/

While the list is not big, it is still safe to say that you can create a decent team just from the small list. The list contains specific solution to some of the mechanics but there are definitely a lot more that aren’t covered. With that said I’d still say the limiting factor will be pulling Mamoru down.

Another component that I’d like to look at is the scaling, specifically the amount of combo you will need to reach reasonable multiplier.

Combos: 5 6 7 8 9 10
Multi: 1.5x 2x 2.5x 3x 3.5x 4x
Full multi: 36x 64x 100x 144x 196x 256x

On an average 6×5 board you will most likely be looking at 7~8 combos, and that’s looking at 100x~144x multiplier. While 100x~144x will suffice for most spawns the problem of needing more damage will still come up when facing against tougher spawns. You will likely need to have actives to ensure that full activation when needed, and that just further limits the team building.

One of the way to solve this problem is probably to pair with Jhoira . It helps with the fact that Mamoru is bindable and certainly helps with consistency in damage but you also lose out on the higher end multiplier. The damage difference on a perfect 50/50 bicolor split is only about 3% higher in favor of Mamoru x Jhoira so the 7×6 board definitely makes up for the lack of multiplier. The downside is with this pairing you are faced with even more limitation such as only being able to use boards with .

Table of Multi pairing with Jhoira:

Combos: 5 6 7 8 9 10
Full multi: 18x 24x 30x 108x 126x 144x

Overall I’d say Mamoru is a decent and capable leader but not flexible and definitely not friendly to smaller boxes. He’s certainly not competitive enough due to the limitations.

As a sub

The bicolor board makes him slightly better than a generic double combo enhance sub. His choice for latent awakenings aren’t so stellar but they are at least usable. The amount of supportive awakenings he brings are also very good and certainly can make team building easier. He’s overall a pretty deent sub to have, will definitely perform great on combo teams and appear in some rare / teams.

Sonia

[4662]
Sonia

Dragon / Devil

Active Skill: Reduce bind state by 3 turns; Unlock all orbs; Change all orbs to Fire and Dark orbs (15 max CD)

Leader Skill: 1.5x all parameters for Dragon type; Increase orb movement time by 2 seconds; 5x ATK and reduce damage taken when attacking with Fire and Dark

The fan favorite Sonia finally received an upgrade like her sisters, sadly she still has no unique name…

As a leader

The leader skill parameters are exactly the same as her sisters Fio and Clea so I will be going over them lightly so you have an idea to compare to. It’s commonly known that Fio is a fairly consistent leader for Alt. Arena due to Ragnarok Dragon being a powerful sub that totally destroys God type spawns. Clea on the other hand is not as consistent due to the lack of powerful sub to make up for the low ATK multiplier but she is still capable of clearing A3/A4 just fine.

Now back to Sonia, a 56.25x ATK leader requires strong offensive oriented subs in order to do significant damage, and with that I would like to look at Enra , Napoleon and No.6 . They are all powerful subs in their own right but they all have a downside which is that their actives can intervene with Sonia leader skill. I would say that Enra who has a high cooldown active that directly kills leader skill activation will see less play than the other two. Napoleon with his super awakening will output a significant amount of damage towards Dragon types and No.6 can easily secures a kill on Light Metatron and Light Kali with his God killers and latent selection. Regarding to the active skills, similarly to how Fio team is played out you normally wouldn’t use the base actives and stalling for active is a very common thing to do with tanky leader like the Sonias so in the end it’s not the biggest problem. With those subs being available to her I’d definitely say that Sonia really near Fio in power if not better.

As a sub

Unlike Fio and Clea , Sonia does have a subtype which allows her to take God killer latent. She is slightly better because of that but there really isn’t any team that could make use of this. If you need high God type damage from Fire Att. you would just look at No.6 instead. The board she provides certainly is interesting but orb lock has not been an annoying mechanics to deal with and Machine Goemon exists for farming setups. I believe that Sonia will not be used anywhere as a subs, she will work as a viable replacement in many cases but certainly will not become core sub on any team.

Athena

[4660]
Athena

God / Attacker

Active Skill: For 1 turn, increase ATK based on the amount of TPA on the team; Change all orbs to Wood, Light and Heal orbs (15 max CD)

Leader Skill: Cannot erase 3 connected orbs; 2x all parameters; 4x ATK when attacking with Wood and Light; Increase orb movement time by 2 seconds

As a leader

Athena has a very interesting leader skill, she is very similar to Dark Athena in that she has very good damage control for Arena 3, but she is also similar to the Sonias with her fat HP/RCV multiplier and a very powerful active skill. It’s best to keep in mind that once you get to dungeons with spawns that have high HP she will mostly just be grinding until your actives are up.

One of her weakness is the fact that she cannot erase 3 connected orbs, that part of the leader skill makes it incredibly hard to achieve high combo count, which makes her vulnerable to combo shields. This problem can be solved by using 7×6 leader swap and the new descended boss Sol & Mani does this job very well. The RCV multiplier Sol & Mani provides makes stalling fairly easy but the question is do you really need it? In A3 there are no combo shields that you should be concerned about. In A4 there are a few but there aren’t places where you can stall safely. In AA you can stall easily on Dragonbounds on F4 but it’s already a grind team and do you really want to spend more time just to stall up the leader swap? Overall I’d say Athena is still a decent leader especially with the extremely powerful active. While her weakness can be answered with leader swap, the process is still annoying to go through.

As a sub

Athena is one of the strongest card offered to any Light TPA team. Her active is extremely powerful as it provides both the board and burst at once. The first thing that came to my mind where she would be extremely strong is on a Miru team. It’s true that there aren’t many TPA oriented teams currently and with that I doubt her usefulness as a sub overall, but if you’re looking at a Miru team then she’s definitely one of the strongest card to have.

Haku

[4664]
Haku

God / Dragon

Active Skill: Recover 100% HP; Change all orbs to Fire, Water and Dark orbs (13 max CD)

Leader Skill: 4x ATK for God type and reduce damage taken when above 50% HP; 3x ATK when attacking with Fire, Water, Dark at once; Increase orb movement time by 2 seconds

As a leader

First limited to God type then second limited to in boards. While you don’t necessarily need to have a Dark focused team, the god type limitation still sticks and will definitely lower the flexibility. Another issue with Haku’s playstyle is that it is hard to recover above 80% HP once you have taken a hit. You will either need to kill the spawn or use an active to top off the HP level, so her offensive awakenings aren’t always reliable. Her shields makes it fairly easy to stall for orbs and active skills but similarly to other HP conditional shields leaders you will have problem against multi-hit moves. Overall she’s a usable leader but have difficulties in harder dungeons and definitely not a supportive subpool, so I’d say she isn’t all that great of a leader.

As a sub

Haku is definitely one of the strongest Dark VDP available but whether or not it’s needed is another question. Dark farming has never been popular as it requires much more resource and is not as flexible as other colors. When I’m looking at farming VDP setups I’d automatically look at using Satan active alongside row makers to produce a VDP board reliably, however Satan active nullifies a good portion of Haku’s damage by reducing HP to 1. In other situations such as A4 it would be much easier to make use of Haku but whether or not she fits in your team is another question. Overall I’d say Haku is an underwhelming sub, there really isn’t anywhere that you can use her to the fullest potential.

5★

Yabe Akio

[4665]
Yabe Akio

Balanced

Active Skill: Change second column from right to Wood orbs; Freely move orbs for 10 seconds (11 max CD)

Leader Skill: Fixed orb movement time at 4 seconds; 2x HP & ATK for Wood Att.; 3.5x ATK when matching 5 or more connected Wood orbs

If Yabe Akio produced a row instead of a column he’d be really good, since you will be able to activate Kaede leader skill or produce VDP board easily, but unfortunately it isn’t the case. Overall not very useful.

Ikari Susumu

[4666]
Ikari Susumu

Physical

Active Skill: For 4 turns, reduce damage taken by half; For 4 turns, increase orb drop rate of Fire orbs (16 max CD)

Leader Skill: 2x HP & RCV for Fire Att.; 3x ATK when matching 6 or more connected Fire orbs

The 4 turn 50% shield is decent, but nothing game breaking. It will allow you to tank both GaiaDra hit though. The cooldown is pretty long for what it does and the secondary effect is often not wanted for most teams. That said if you have no other options he’s still a decent inherit.

Nijitani Makoto

[4667]
Nijitani Makoto

Healer

Active Skill: Unlock all orbs; Change far right column to Dark orbs (6 max CD)

Leader Skill: 2x ATK & RCV for Dark Att.; 3x ATK when matching 5 orbs with 1+ enhanced

The double physical killers is his niche, while there are currently nothing that really need this it may come in useful later on. His typing allows him to have Attacker and Dragon killer latents so in the future I’d be keeping an eye out for Dragon/Physical or Attacker/Physical typing spawns, but I’m not too hopeful in him being used anywhere.

Arthur

[4668]
Arthur

Attacker

Active Skill: For 1 turn, increase drop rate of Light orbs; Delay enemy movement by 2 turns (12 max CD)

Leader Skill: 1.5x HP for Light Att.; Increase orb movement time by 2 seconds; 3x ATK for each Light cross

3 skill boosts and a devil killer, I really don’t see this card being used anywhere.

Nekozuka Karin

[4669]
Nekozuka Karin

Balanced

Active Skill: Randomly create 5 heal orbs except Fire orbs; Haste 1~ 2 turns (9 max CD)

Leader Skill: 2.5x HP for Fire Att.; 3.5x ATK when matching 5 or more Heal orbs

Combining with Ganda you will be able to make 1 + 5 . The orb you generated from there can be used to make VDP boards but it really isn’t worth the trouble when you can just use other orb spawning actives but it is an option.

Tachibana Mizuki

[4670]
Tachibana Mizuki

Attacker

Active Skill: For 1 turn, 1.5x ATK for Water Att.; Randomly create 4 Water orbs (6 max CD)

Leader Skill: 3x ATK for Water Att.; 2x ATK and reduce damage taken when matching 4 or more connected Water orbs

Just not a useful card.

Rokudo Hijiri

[4671]
Rokudou Hijiri

 

Balanced

Active Skill: For 1 turn, vastly reduce damage taken; Reduce enemies HP by 15% (12 max CD)

Leader Skill: 1.5x HP & ATK for Balanced type; Increase ATK when 4 combo or higher, up to 4x ATK

The active is at least usable, but nothing outstanding about him.

MP Shop Exclusive

Tsunoda Ria

[4676]
Tsunoda Ria

Attacker

Active Skill: Unlock all orbs; Change far left column to Heal orbs (6 max CD)

Leader Skill: 4x ATK when Power Pro kun is on the team; 3x ATK and reduce damage taken when matching 3 or more colors

She has a usable leader skill if you have Power Pro-kun on your team, but Power Pro-kun would be trash on her team and don’t even think about pairing her with Power Pro-kun.

There’s very little reason to purchase her for what her offers in this form.

Note: She is inheritable in this form.

Assist form

[4677]
Tsunoda Ria (assist)

Attacker / Healer

Active Skill: Same

Leader Skill: None

The jammer resists are decent but nowhere near required. It’s possible to put this in a build alongside Tengus in a farm build to prevent from spawning, but the application is really not that vast.

If you really want to I’d say get one in this form, but I’d recommend not buying any.

Trading Post Exclusive

Ganda

[4678]
Ganda

Balanced

Active Skill: Randomly create 1 Fire orb (1 max CD)

Leader Skill: 7×6 Board; Increase orb movement time by 10 seconds

Ganda’s most notable trait is his one turn cd active. Compared to others with similar traits his overall stat is poor but what he does offer is the jammer resists.

While jammer resists aren’t useful all the time, it’s good to have options available and since Ganda is technically free, it’s pretty fair to make at least one if not a few.

Hayakawa Aoi

[4672]
Hayakawa Aoi

Attacker

Active Skill: Deal 10000 fixed damage to all enemies; Change Dark and Jammer orbs to Wood, Fire and Poison orbs to Water (10 max CD)

Leader Skill: 3x ATK when attacking with 3 or more colors; 3x ATK when 7 or more combos

The first thing I notice from her active is that you can pair it alongside Brachydios if the condition is right. This may or may not be implemented in farm builds or ranking dungeons, but it’s free so why not grab a few.

Conclusion

Overall the golds from this collab provide very little niche usage. The diamonds are only usable at best, nothing that is really flexible or can be used in many situations. For me to want to roll in an REM the machine will either need to have golds that have niche usage or have diamonds that are universally good. That cannot be said about this collab so I’d say don’t roll.

On a side note our Sonia, Haku and Athena are so cute I’m gonna melt

Honestly this collab would’ve been better if we had this

Only in my dream

Bastet Art came from @yaguchiakira

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