Card Review with Cate: Yokai Watch World

| Jan. 1, 2019 | 771 views |   3    
also helped!

Did you know there’s Bastet in Yokai Watch too? I didn’t but I still like our Bastet better.

Anyways this is a long write up, every individual card have a different active skills and overall I’d like to say this is one of the most detailed collab GungHo has ever published. They put their effort in and so did I. Anyways enjoy!

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6★

Jibanyan

Stat Lv.99 (+297) Lv.110 (+297)
HP 4085 (5075) 5106 (6096)
ATK 2280 (2775) 2850 (3345)
RCV 120 (417) 150 (447)
[4949]Jibanyan
ジバニャン

Attacker / Devil

Active Skill: Change all orbs to Fire, Wood, Light, and Dark orbs; For 1 turn, increase combo count by 1 (14 ➧ 9)

Leader Skill: 1.5x all stats for Attacker, Devil type; Increase orb movement time by 2 seconds; 7x ATK when matching 2 or more colors [2.25/110.25/2.25]

As a leader

The activation of base Jibanyan is probably the easiest requirement I’ve ever seen for a huge 7x ATK. His multiplier is not incredibly high but it’s enough to kill things up to A3 without issue. Taking him to a dungeon with higher HP level is just asking for trouble since he’s not really good at raising the damage. What base Jibanyan has going for him is the ease of activation, his subpool also contains a huge selection of cards that are able to generate decent damage from TPA and L-Attack. With these trait I’d look at him as a minimized leader with respect to orb input. Base Jibanyan will be able to wipe through the entire A3 with as little as 2 combos (ignoring combo shields and other mechanics that you have to combo to get through). He can utilize a good portion of the strong TPA cards like the recent Athena NON , brand new Shogunyan for FUA, the forgotten Rider series and many more. VDP wise we also have a few to select from, so overall he’s a decent A3 speedfarmer.

As a sub

Not much reason to use this one, evolved version is better since it kept the killers that are stackable alongside his latent killer selection.

Stat Lv.99 (+297) Lv.110 (+297)
HP 4135 (5125) 5169 (6159)
ATK 2350 (2845) 2938 (3433)
RCV 120 (417) 150 (447)
[4950]Jibanyan S
ジバニャンS

Attacker / Devil

Active Skill: Change all orbs to Fire, Wood, Light, and Dark orbs; For 1 turn, increase combo count by 1 (14 ➧ 9)

Leader Skill: 3x ATK and 1.5x HP & RCV for Attacker, Devil type; 4x ATK and reduce damage taken by 25% when matching 4 or more colors [2.25/144/2.25, 43.75%]

As a leader

Jibanyan S does have a good selection of subs with multicolor boards mainly coming from Attackers. His subpool selection will lower his overall HP decently but the shield he has makes up for it. In case of orb troll, his base 1.5x HP & RCV will make stalling easier. One of the issue with him will come from the killers since God killer and Devil killer covered all the typings of absorb shields in Arena 1-3 and Alt. Arena so having an absorb shield null type active around is almost always needed.

As a sub

Jibanyan has this unique identity of God/Devil killer, he also has incredibly high ATK to make him even more deadly. The only issue is that it does require 7 combos to fully enable him. His damage potential is much higher than Pralinae but he’s not going to be able to straight up replace Pralinae because Zeus GIGA setup for Normal Arena doesn’t require comboing on the Witches’ floor. However in any other cases you will always find him much stronger especially in Arena 5 or Alt. Arena.

Stat Lv.99 +297
HP 4085 5075
ATK 2280 2775
RCV 120 417
[4951]Jibanyan’s Yokai Medal
ジバニャンの妖怪メダル

Attacker

Active Skill: For 2 turns, void att. absorb shield effects; For 1 turn, increase combo count by 2 (14 ➧ 14)

Leader Skill: [1/1/1]

Triple poison resists has always been popular since it reduce a lot of problems coming from Nobunaga , Izanami , Hinokagutsuchi , Ibaraki , Sevenzard and plenty others. Compared to his peers , his active is definitely more universal but it’s not always needed. His awakening difference is however a bit more meaningful compared to the others. It’s unfortunate that the active skill of assist evos this collab REM all comes out as max skilled and cannot be left unskilled which is usually 5 more turns of leeway.

As of Jibanyan

Jibanyan is a wonderful card overall, each form has its own unique and valuable identity. I’d find it very hard for me to convert him into assist form because I will not be able to revert it, but all three of the form are very powerful in their own aspect so just pick the one you need.

Komasan

Stat Lv.99 (+297) Lv.110 (+297)
HP 4008 (4998) 5010 (6000)
ATK 1833 (2328) 2291 (2786)
RCV 410 (707) 513 (810)
[4952]Komasan
コマさん

Balance / Devil

Active Skill: Change far left column to Wood orbs; For 1 turn, 2x orb move time (10 ➧ 5)

Leader Skill: 4x ATK for Wood Att.; Increase orb movement time by 2 seconds; 3x ATK and reduce damage taken by 25% when 4 or more combos [1/144/1, 43.75%]

As a leader

Komasan’s leader skill is pretty easy to activate. He also has decent scaling but the requirement is too low for it to have any space in between 4x and 12x so in the end his damage isn’t that controllable. There is not much issue with this him as a leader, the parameter is decent and the built in 2 seconds movetime really helps since Komasan himself doesn’t provide any time extension.

As a sub

Komasan is a very strong TPA card. He has a decent amount of ATK and is balance type so he can specialize against any type of spawns. TPA cards are useful when you want to provide a decent amount of damage without spending the effort to match the entire board, so for example speed farming and perhaps some ranking. It’s not a strategy that is always used but it’s good to keep in mind that he is able to do that.

Stat Lv.99 (+297) Lv.110 (+297)
HP 4058 (5048) 5073 (6063)
ATK 1883 (2378) 2354 (2849)
RCV 420 (717) 525 (822)
[4953]Komasan S
コマさんS

Balance / Devil

Active Skill: Change far left column to Wood orbs; For 1 turn, 2x orb move time (10 ➧ 5)

Leader Skill: 1.5x HP for Fire, Wood Att.; 5x ATK when 6 or more combos; 3x ATK and reduce damage taken by 25% when matching 5 or more connected orbs [2.25/225/1, 43.75%]

As a leader

Komasan S has a very well rounded leader skill, it provides a huge amount of tankiness with 1.5x HP multiplier alongside 25% shield. His RCV can be made up by the Heal orb enhances awakenings. The active condition for shield is incredibly easy and 5x ATK will not bring up much issue when stalling, with this I will actually say that he can provide an effective 4x HP multiplier just due to how consistent it is (As opposed to something like Fio ). The rest of the ATK multiplier comes from reaching 6 combos. Now it’s actually a bit hard to reach 6 combos and matching a connected 5 orbs with no built in time extension from leader skill and no time extension awakenings. The major problem coming from Komasan S’ leader skill would be the lack of time to operate it. To most of the experienced players the TE badge can provide enough time but to some of the newer players it may be hard to operate. Luckily Komasan’s active skill provides a huge amount of movement time and it’s not hard to stall for the active since his leader skill provides a huge amount of HP, an easily accessible shield and he also provides a decent amount of RCV from the heal orb enhances. Overall Komasan S’ playstyle is incredibly consistent. It can play out fast if player can operate well under low movement time, but he can also play be played slowly and steadily since he’s also capable of stalling.

As a sub

Komasan S has very well rounded stats, incredible offensive power coming from the combo enhances and high ATK, huge amount of RCV coming from the heal orb enhances and on top of all that he also provides VDP. His only downside would be the lack of any time extension, but that could be made up by other subs on your team and his active also helps with that from time to time. He provides a lot to the team as a single card, but there are definitely still things that you need to seek out from the rest of your team just to fully enable him. For example to activate his VDP damage you will still need to reach 7 combo for the combo enhances. Overall he has some tiny issue but I still think they gave him too much power as a whole and he will have no issue finding a home on any of the Wood teams.

Stat Lv.99 +297
HP 4008 4998
ATK 1833 2328
RCV 410 707
[4954]Komasan’s Yokai Medal
コマさんの妖怪メダル

Balance

Active Skill: For 1 turn, reduce damage taken by 100%; For 3 turns, 2x orb move time (15 ➧ 15)

Leader Skill: [1/1/1]

Blind as a mechanic creates less of an issue compared to other mechanics such as poison, cloud or tape. The only real problematic spawn that you might consider having blind resists for is Nyarlathotep or Mowa . Without dealing with those two spawns I would never consider having blind resists on my team. That’s not to mention we have other options for triple blind resist assists such as Zeta , Nargacuga and Alphonse . Out of the selection I’d feel better converting the other three rather than Komasan just because how powerful he is in evolved form.

As of Komasan

Komasan’s evolved form is just very powerful both as a leader and as a sub, base form’s value is niche at best and assist form is replaceable if not unwanted. All in all you would be pretty happy if you did get him because he is capable of doing everything in the game right now.

Blizzaria

Stat Lv.99 (+297) Lv.110 (+297)
HP 3563 (4553) 4454 (5444)
ATK 2183 (2678) 2729 (3224)
RCV 335 (632) 419 (716)
[4955]Blizzaria
ふぶき姫

Attacker / Devil

Active Skill: Change Fire, Dark, Jammer, Poison, Mortal Poison orbs to Water orbs; Lock all Water orbs (13 ➧ 8)

Leader Skill: 3x ATK and reduce damage taken by 35% when above 50% HP; 3.5x ATK when matching 5 or more connected Water orbs up to 5x at 8 orbs [1/225/1, 57.75%]

As a leader

Not having bind resists as a leader naturally invites problems, I guess the idea was that you can use her own assist form on her. Anyways that’s an issue already and on top of that the she is quite orb hungry in terms of full activation. Her HP conditional shield helps with stalling but ultimately it’s going to require a lot of resources just to first make her passable as a leader and you will be left with very little space to dedicate specifically for dungeons.

As a sub

Her offensive awakenings set her up nicely as a decent VDP sub. Her typing doesn’t give many options for latent killers but Devil and God still covers a huge amount of spawns that are annoying, so at least for that she will work nicely.

Stat Lv.99 +297
HP 3563 4553
ATK 2183 2678
RCV 335 632
[4956]Blizzaria’s Yokai Medal
ふぶき姫の妖怪メダル

Attacker

Active Skill: Change Fire, Dark, Jammer, Poison, Mortal Poison orbs to Water orbs; For 1 turn, 3x ATK for Water Att. (13 ➧ 13)

Leader Skill: [1/1/1]

So aside from putting the assist form of Blizzaria on herself, another useful application would be to put her on Mel . It serves a similar purpose compared to the very popular bind resist equip, Kamui . They both provide the extra RCV and Blizzaria also provide the on color stat bonus of 455/133/94 HP, ATK and RCV respectively but ultimately Kamui does provide a much more useful active that nullifies absorb shield. If you don’t like having your Mel binded then this is still a very useful inherit. Keep in mind that this active is not useful for teams that use Fire or Dark orbs, so for example Barbara and Julie . In that case you will have to manage your active cooldown accordingly and not let the inherit ever get charged up.

As of Blizzaria

I’d say either form are decent but the assist form is definitely more universal for the bind resist assist. This is especially true if you don’t have a developed Water box dedicated for farming. Ultimately look at what you have then decide which one to go for, if you have no need for either then just keep her there until you found something to do with her, worst case you can still use her to trade for other Diamonds.

Lord Enma

Stat Lv.99 (+297) Lv.110 (+297)
HP 3610 (4600) 4513 (5503)
ATK 1913 (2408) 2391 (2886)
RCV 483 (780) 604 (901)
[4957]Lord Enma
エンマ大王

Balance / Devil

Active Skill: Remove all binds; Change all orbs to Fire, Wood, Light, and Dark orbs (16 ➧ 11)

Leader Skill: 2.5x ATK & RCV when matching 2+ Light combos; 4x ATK when 4 or more combos up to 10x at 10 combos [1/625/6.25]

As a leader

2 Light orb combos are hard to come by and that’s a good amount of his damage. Aside from that lack of HP multiplier or shield also makes him a lot more vulnerable. Realistically speaking we’ll be looking at 7 combos on average and that’s about 49x ATK which is not really great at all. However that’s assuming we are working with 6×5 board.

Let’s consider pairing with Ilmina . The board size will be 7×6, so the constraint with 2 Light orb combos is less of an issue and the board size will also easily bring up the average combo count to 9 or above. We’ll be looking at [1.5/262.5/2.5] for leader skill parameter alongside 25% shield. Lord Enma himself will be bringing the FUA which otherwise can be a little hard to find under Devil typing. His combo enhance will also activate more consistently instead of being an liability. Lord Enma as a whole certainly looks a lot more promising when paired with Ilmina but aside from that he’s not looking too great by himself. We still have to keep in mind that 7×6 comes with its own advantage and disadvantage so this is certainly not a strategy that would work for all dungeons, but it’s consistent enough for most.

As a sub

The combo enhance of him is more of a liability under 6×5 board so you’ll really be looking for 7×6 setup to use him. Aside from that he does provide the utility of FUA and full bind clear. So overall I’d say he’s not useful under 6×5 board, but on 7×6 he does fill a decent amount of niche and maybe you will be able to find a use of him there.

Stat Lv.99 +297
HP 3610 4600
ATK 1913 2408
RCV 483 780
[4958]Lord Enma’s Yokai Medal
エンマ大王の妖怪メダル

Balance

Active Skill: Remove all awoken skill binds; Change all orbs to Fire, Light, and Heal orbs (15 ➧ 15)

Leader Skill: [1/1/1]

The remove all awoken skill binds part is already pretty powerful and the secondary effect is a pretty useful tricolor board. The Fire, Light and Heal tricolor board might not work for most teams but it is still very powerful to those that can stall a few turns, or straight up use the board. That’s not to mention he still brings jammer resists to which jammers can be really annoying to deal with on mechanic intensive dungeon such as A4, A5 and AA2. Oh and we can always use an extra second.

As of Lord Enma

The base form is more of a toy than anything, he provides some utility and works decently as a sub on 7×6 but ultimately there is no real need for him. On the other hand the assist form provides so much utility that there is really no point not making him into the assist form.

Zazel

Stat Lv.99 (+297) Lv.110 (+297)
HP 4138 (5128) 5173 (6163)
ATK 2020 (2515) 2525 (3020)
RCV 260 (557) 325 (622)
[4959]Zazel
ぬらりひょん

Devil

Active Skill: For 1 turn, reduce enemies’ defense by 100%; Delay enemies for 2 turns (16 ➧ 11)

Leader Skill: 100x ATK additional damage when matching orbs; 3x ATK for Devil type; 3x ATK when 3 or more combos [1/81/1]

As a leader

The bonus attack is the main attraction of Zazel, it can be used to swipe through low HP dungeons easily and it can also be utilized to bypass resolve mechanics. However challenge mode has been removed so the first factor isn’t as appealing anymore. As of bypassing resolve mechanics there are also several other options . Namely Vajrayaksa because he has a synergistic pairing with Yog-Sothoth . What Zazel offers is a slightly stronger multiplier compared to Vajrayaksa but at the same time it comes with the downside of needing Devil type. Luckily there are a handful of Devil types that have bicolor boards so there are potential with him being a ranking leader especially for the ones that have bonus for L-attack matching.

As a sub

He provides decent DPS from his high ATK and L-attack but aside from that there really isn’t too much. He’s able to take latent God killer but that’s all, there is no flexibility with him. His active feels redundant especially since delays are often utilized against Gaia , Hashihime and Metatrons . Having the reduce defense effect feels redundant since the delay duration is higher than the reduce defense duration and it just becomes a burden added onto the cooldown. Overall he does not look appealing as a sub.

Stat Lv.99 +297
HP 4138 5128
ATK 2020 2515
RCV 260 557
[4960]Zazel’s Yokai Medal
ぬらりひょんの妖怪メダル

Devil

Active Skill: For 1 turn, reduce enemies’ defense by 100%; For 1 turn, void damage absorb shield effects (20 ➧ 20)

Leader Skill: [1/1/1]

Void damage absorb shield effect is already fairly strong by itself and not to mention he can still beef up your team with the 10% HP boost. The secondary effect of this active skill is also pretty useful against spawns such as Gaia , Hashihime and Metatrons , so you don’t feel bad if this active skill accidentally comes up again. This is especially powerful in Alt. Arena.

As of Zazel

The base form has potential as a ranking leader but ultimately it will depend on the setup GungHo has decided on, it’s merely a potential and there is always a chance that Zazel remains completely useless. As of assist form goes he’s just pretty powerful even without being utilized fully in Alt. Arena. On a sidenote: a vanilla void damage absorb shield effected is weighted at 18 turn CD and having that extra 100% defense void tagged on with just extra 2 turn of CD is some real bargain.

5★

Hovernyan

Stat Lv.99 (+297) Lv.110 (+297)
HP 2315 (3305) 3010 (4000)
ATK 1983 (2478) 2578 (3073)
RCV 383 (680) 498 (795)
[4965]Hovernyan
フユニャン

Attacker / Devil

Active Skill: Recover 40% of max HP; Change top row to Water orbs (12 ➧ 7)

Leader Skill: 2x HP & ATK for Water Att.; 2.5x ATK when matching 5 or more connected Water orbs up to 4x at 8 orbs [4/64/1]

Stat Lv.99 +297
HP 2315 3305
ATK 1983 2478
RCV 383 680
[4966]Hovernyan’s Yokai Medal
フユニャンの妖怪メダル

Attacker

Active Skill: Recover 60% of max HP; Change top row to Water orbs (10 ➧ 10)

Leader Skill: [1/1/1]

I really wouldn’t consider Hovernyan as a sub or a leader because there isn’t too much he provide. At best he can find a spot on Water farm teams but he’s still easily replaceable by something like Sharon . His active are appealing to Water Yog or Base Machine Noah but aside from that there is not much from the base form. His assist form provides an unique identity of Co-op boost assist. The use case of his assist will mostly be in farm builds either to boost base active nuke damage or to provide DPS on a specific card. Compared to his only competitor Hovernyan’s active cooldown is fixed at 10 turns whereas Gan Jiang & Mo Ye can be unskilled and left at 12 turns. It becomes a problem once in a blue moon but for the most part you will not face that issue.

Komajiro

Stat Lv.99 (+297) Lv.110 (+297)
HP 3285 (4275) 4271 (5261)
ATK 1383 (1878) 1798 (2293)
RCV 303 (600) 394 (691)
[4961]Komajiro
コマじろう

Balance / Devil

Active Skill: For 1 turn, 2x RCV; Change all orbs to Fire, Wood, and Heal orbs (15 ➧ 10)

Leader Skill: 2x ATK & RCV for Fire, Wood Att.; Increase orb movement time by 2 seconds; 3.5x ATK when 3 or more combos [1/49/4]

Stat Lv.99 +297
HP 3285 4275
ATK 1383 1878
RCV 303 600
[4962]Komajiro’s Yokai Medal
コマじろうの妖怪メダル

Balance

Active Skill: For 1 turn, increase combo count by 1; Change all orbs to Fire, and Wood orbs (13 ➧ 13)

Leader Skill: [1/1/1]

Base form of Komajiro has a pretty decent active but aside from that he doesn’t really do much. The active is a pretty standard tricolor board that can also be used to dispel RCV debuff. It’s not going to sustain you in the long run but it does the job of just removing it. The assist form provides a very useful cloud resist. The main use case of it would be at A4, A5 or AA2, the purpose of this is really just make your life easier. Cloud resist doesn’t completely prevent you from seeing the board and you can still hold the orbs to see what they are. Experienced players wouldn’t really find this mechanic being too annoying but some clouds are so huge that there is no way anyone can combo without issue. For example Takeminakata can spawn a 6×3 cloud which can really be a headache. The active skill itself is very useful in setting up 7c VDP board in comparison to typical bicolor boards. On top of that his skill cooldown sits at 13 turns which is relatively easy to manage. Overall you would be pretty happy about having a Komajiro especially if you don’t already have another cloud resist assist card . That’s not mentioning most of them are locked behind 6★ rarities.

Manjimutt

Stat Lv.99 (+297) Lv.110 (+297)
HP 3465 (4455) 4505 (5495)
ATK 1463 (1958) 1902 (2397)
RCV 200 (497) 260 (557)
[4963]Manjimutt
じんめん犬

Balance / Devil

Active Skill: Reduce HP by 50%; Deal 50x Wood damage to an enemy; Create 4 Wood, Dark orbs at random (12 ➧ 7)

Leader Skill: 4x ATK when below 80% HP; 2.5x ATK when matching 6 or more connected Wood or Dark orbs [1/100/1]

Stat Lv.99 +297
HP 3465 4455
ATK 1463 1958
RCV 200 497
[4964]Manjimutt’s Yokai Medal
じんめん犬の妖怪メダル

Balance

Active Skill: Reduce HP by 50%; Deal 50x Wood damage to an enemy; Change top row to Wood orbs and change bottom row to Dark orbs (11 ➧ 11)

Leader Skill: [1/1/1]

The base form is not useful and there is no unique characteristic coming out of it, so let’s just leave it. The assist form on the other hand is pretty amazing for a 5★ card. He’s the first double evolve material killer assist and that means you can tag him onto your Evo Gem Temple teams and just completely wipe through it. He doesn’t provide enough DPS to allow you to go through Evo Gem Temple without defense reduction actives but it effectively lowered the % needed on the defense reduce and he’s certainly valuable for those that don’t have other evolve material killer assists. Awakening aside his active skill provides great utility for non-Wood farm teams. For example double row maker is often combined with monocolor board to make 7 combo VDP boards. Another note to his active is on the reduce HP part. It’s certainly useful for the brand new Machine Noah but at the same time you need to remember that it won’t work with other 80% or above HP conditional leaders.

Noway

Stat Lv.99 (+297) Lv.110 (+297)
HP 4085 (5075) 5311 (6301)
ATK 1443 (1938) 1876 (2371)
RCV 28 (325) 36 (333)
[4967]Noway
ムリカベ

Physical / Devil

Active Skill: For 1 turn, reduce damage taken by 50%; Change Fire, Heal orbs to Wood orbs (14 ➧ 9)

Leader Skill: 1.5x all stats for Wood Att.; Increase orb movement time by 5 seconds; May survive when HP is reduced to 0 (HP>50%) [2.25/2.25/2.25]

Stat Lv.99 +297
HP 4085 5075
ATK 1443 1938
RCV 28 325
[4968]Noway’s Yokai Medal
ムリカベの妖怪メダル

Physical

Active Skill: For 2 turns, reduce damage taken by 50%; Lock all Fire, Water, Wood, Light, Dark, Heal orbs (8 ➧ 8)

Leader Skill: [1/1/1]

Most of the time you really can’t fit a card with no value aside from a single tape resist onto a team whether it’s farming or actual content tackling team. His active skill is usable but it is not consistent enough for farm teams and he couldn’t provide any real value for content tackling teams. His value is further reduced just because of Insomni’s assist form also provides tape resist but with a lot less drawback. The assist form provides a pretty unique locking effect. There is only one other card that is inheritable and locks the entire board without changing current board state. Locking the board is an effective solution to the spinner mechanic however there are also other ways to counter it. For example freely move orb effect from cards like Yomi could also be a valid solution. His shield effect on the other hand is pretty decent for a cooldown of 8 turns but it’s not powerful enough for me to consider using it and on top of that his awakenings are also pretty lackluster. Overall depending on what you already have his usefulness can range from having niche usage to completely useless.

Insomni

Stat Lv.99 (+297) Lv.110 (+297)
HP 2205 (3195) 2867 (3857)
ATK 2048 (2543) 2662 (3157)
RCV 228 (525) 296 (593)
[4969]Insomni
フゥミン

Devil

Active Skill: Unlock all orbs; Change Water, Poison, Mortal Poison orbs to Dark orbs (12 ➧ 7)

Leader Skill: 3x ATK for Devil type; 2.5x ATK and reduce damage taken by 25% when matching 2+ Dark combos [1/56.25/1, 43.75%]

Stat Lv.99 +297
HP 2205 3195
ATK 2048 2543
RCV 228 525
[4970]Insomni’s Yokai Medal
フゥミンの妖怪メダル

Devil

Active Skill: Unlock all orbs; Delay enemies for 2 turns (10 ➧ 10)

Leader Skill: [1/1/1]

I can see Insomni somehow make it onto farm teams that desperately need blind resists and cloud resists. Having her on the team means you will only need another inherit with 3 blind resists and there are several options . As of what kind of dungeon may need the setup something that’s on my mind would be Mowa descended. Practically speaking I don’t see Insomni’s active or sub value being useful there but there are only 5 floors there so there are enough space to make it work. However it’s a very niche use case and definitely not a common one so I’d still say she’s not useful in base form. Assist form on the other hand provides a valuable tape resist. There are several competitors but most of them are locked behind 6★ rarity. Aside from the awakening, her active skill isn’t bad either. The cooldown is on the shorter side but 2 turn delay can come in useful quite often for example against Kotaro , Kano , Jewel of Creation , Sadalmelik and etc. Anyways the list goes on and just know that there are a handful of spawns that you can actually use it against and save yourself if not just have 2 turns of peace. In the end you would really want to get one if you don’t already have another tape resist assist .

Hungramps

Stat Lv.99 (+297) Lv.110 (+297)
HP 4013 (5003) 5217 (6207)
ATK 1528 (2023) 1986 (2481)
RCV 0 (297) 0 (297)
[4971]Hungramps
ひも爺

Physical / Devil

Active Skill: For 2 turns, recover 30% of max HP; Change all orbs to Water, Wood, Dark, and Heal orbs (15 ➧ 10)

Leader Skill: 1.5x all stats for Physical, Devil type; 3x ATK when matching 2+ of Water, Wood, Dark, Heal at once [2.25/20.25/2.25]

Stat Lv.99 +297
HP 4013 5003
ATK 1528 2023
RCV 0 297
[4972]Hungramps’s Yokai Medal
ひも爺の妖怪メダル

Physical

Active Skill: Recover all HP; Change all orbs to Water, Wood, Dark, and Heal orbs (14 ➧ 14)

Leader Skill: [1/1/1]

As a sub Hungramps has the identity of double Healer killer while being able to stack more latent Healer killers along side. He does have competitors but they are also scattered across different collabs and if you don’t have them then he’s certainly a great pickup. There are no real need of his base form but there is always a chance that a ranking dungeon calls for it so I would keep it around just in case. The assist form provides a good amount of supportive awakening for Water teams. The full heal is nice but there is really no desperate need in that for most teams. The color combination of the board can limit the amount of team that can use it but there are still a few that can pick him up even if off color. Overall I’d say there is no issue just keeping him in base form, by the time something that can make use of his assist form then you can evolve him but until then he’s just kind of there collecting dust.

Tattletell

Stat Lv.99 (+297) Lv.110 (+297)
HP 2823 (3813) 3670 (4660)
ATK 2068 (2563) 2688 (3183)
RCV 33 (330) 43 (340)
[4973]Tattletell
バクロ婆

Attacker / Devil

Active Skill: Reduce binds by 3 turns; Change Fire orbs to Light orbs; Change Wood orbs to Water orbs (12 ➧ 7)

Leader Skill: 3x ATK and 1.5x RCV for Light Att.; 2x ATK and reduce damage taken by 25% when matching Light+Water [1/36/2.25, 43.75%]

Stat Lv.99 +297
HP 2823 3813
ATK 2068 2563
RCV 33 330
[4974]Tattletell’s Yokai Medal
バクロ婆の妖怪メダル

Attacker

Active Skill: Reduce awoken skill binds by 5 turns; Change Fire orbs to Light orbs; Change Wood orbs to Water orbs (10 ➧ 10)

Leader Skill: [1/1/1]

As a base Tattletell is one of the two only double Physical killer than can stack more latent Physical killers. Similar to Hungramps, it means Tattletell holds some value from being unique but there is no real usage until a scenario really come up and requires it. The assist form of Tattletell does a wonderful job in making heal orb enhance oriented RCV sticks even stronger. Her active cooldown however is on the lower end so you will need to actively manage the cooldown. The other usage would be using her for teams like Yusuke and using her as an awoken skill unbind. The mere 5 turn still wouldn’t remove the issue with Hera Sowilo but it’s something that could solve the earlier awoken skill binds in AA and it can also keep the RCV up. Compared to other assist cards that also have RCV and heal orb enhance. The extra TE can be arguably better but it’s a tiny margin and the most important part of her is still the 5 turn awoken skill bind. So overall there will be no clear advantage for Tattltell if there is no need for the 5 turn awoken skill bind. She holds some unique value in base form but in assist form she is still replaceable for the most part.

Trading Post

Whisper

Stat Lv.99 (+297) Lv.110 (+297)
HP 3445 (4435) 4479 (5469)
ATK 1320 (1815) 1716 (2211)
RCV 298 (595) 387 (684)
[4977]Whisper
ウィスパー

Balance / Devil

Active Skill: For 3 turns, reduce damage taken by 35%; Create 4 Dark orbs at random (13 ➧ 8)

Leader Skill: 2.5x ATK & RCV for Dark Att.; 3x ATK when 3 or more combos [1/56.25/6.25]

A short cooldown multi-turn duration 35% shield is pretty strong on teams that already have a decent amount of HP. The extra 35% shield will allow high HP teams to withstand high preemptive damages much more consistently. The short cooldown does mean you can use it repetitively if you have Whisper as a sub on the team. Problem with Whisper is that there are no team that will really appreciate him, not mention that he doesn’t provide much value from his awakening set either.
So overall I’d put very low priority on trading for him. The best he will do is unlock that monster book entry for you. If you don’t want to spend the extra time to farm for him then just skip out on him.

Stat Lv.99 +297
HP 3445 4435
ATK 1320 1815
RCV 298 595
[4978]Whisper’s Yokai Medal
ウィスパーの妖怪メダル

Balance

Active Skill: For 3 turns, reduce damage taken by 35%; For 3 turns, Dark orbs are more likely to appear by 15% (13 ➧ 8)

Leader Skill: [1/1/1]

Compared to the regular Whisper, the assist version has a similar active effect. The shield are both lackluster as an inherit and the side effect aren’t powerful either. The assist version is however the only assist card with 3 dark orb enhances. That alone means he holds some value being unique but altogether he’s not that useful. It can raise damage slightly for dark teams but it’s only by a small margin. Another way to use it is by filling up the team with all kinds of orb enhances so you always get enhanced boards but Weatherlight does that better. In the end I’d still grab one just because there is hoping that he’d be useful and it’s free but you wouldn’t lose anything if you decide to skip out on him either.

Venoct

Stat Lv.99 (+297) Lv.110 (+297)
HP 2003 (2993) 2604 (3594)
ATK 1745 (2240) 2269 (2764)
RCV 475 (772) 618 (915)
[4979]Venoct
オロチ【妖怪ウォッチ】

Attacker / Devil

Active Skill: Enhance all Water, Dark orbs; Change far left column to Water orbs and change far right column to Dark orbs (13 ➧ 8)

Leader Skill: 2.5x ATK when matching 4 or more connected orbs; 3x ATK and reduce damage taken by 25% when matching Dark+Water [1/56.25/1, 43.75%]

Venoct does have a direct competitor in terms of accessible Dark God killer and there are also other competitors coming from the REM that are much more powerful. As a god killing dedicated sub he’s definitely replaceable but Venoct’s active skill provides some value in speed farming. One use case is using one column for the current floor while keeping the other for the next floor. Another case to use it is by combining it with a monocolor board and a row changer to have a Quad color board. The only card that held active similar to Venoct would be Kulia and sometimes the tiny bit of extra damage coming from Venoct’s orb enhance might be what you need but most often than not it’s irrelevant. In the end the use case for double column changer is already very low and there certainly isn’t cases that makes Venoct better than Kulia so I’d say get him if you have the effort but for the most part he’s not that desirable.

Stat Lv.99 +297
HP 2003 2993
ATK 1745 2240
RCV 475 772
[4980]Venoct’s Yokai Medal
オロチの妖怪メダル

Attacker

Active Skill: For 2 turns, increase combo count by 1; Change far left column to Water orbs and change far right column to Dark orbs (16 ➧ 11)

Leader Skill: [1/1/1]

The triple autoheal already gave him a lot of value as an assist card. The only other card that has the same property is from REM and has a much lower active cooldown. Venoct’s active cooldown being able to be left at 16 turns makes sure that it will never come up. In the future there might be dungeons setup to be similar to what we had in Courage cup and I’ll definitely regret if it required a large amount of auto heal assists. Double column actives combined with monocolor board can be used to create 6 combo VDP boards and that combined with the +1 combo effect from Venoct will allow us to make 7 combo VDP boards. This is one of the card that I will definitely trade for without questioning. He’s a pretty unique tool for farming and he also provides the unique value of triple autoheal that is almost irreplaceable especially if you didn’t roll in Kamen Rider.

Kyubi

Stat Lv.99 (+297) Lv.110 (+297)
HP 3253 (4243) 4229 (5219)
ATK 1390 (1885) 1807 (2302)
RCV 313 (610) 407 (704)
[4981]Kyubi
キュウビ【妖怪ウォッチ】

Balance / Devil

Active Skill: Unlock all orbs; Change all orbs to Fire, Wood, and Light orbs (14 ➧ 9)

Leader Skill: 3x ATK and reduce damage taken by 35% when above 50% HP; 2.5x ATK when matching 2+ Fire combos [1/56.25/1, 57.75%]

Kyubi’s stat is just normal, the offensive awakenings allow it to provide some DPS but nothing major. The active is just pretty normal and you can probably find similar actives on more useful cards. There are a lot of cards that does a good amount of things better than Kyubi and the only time I’d slightly value Kyubi is when I just started out and is running a Fire team with not many options. The case seems unlikely since we’ve just been blessed with 200 magic stones so overall I’d just want to say Kyubi is pretty useless. It is free however and can unlock a slot in your monster book.

Stat Lv.99 +297
HP 3253 4243
ATK 1390 1885
RCV 313 610
[4982]Kyubi’s Yokai Medal
キュウビの妖怪メダル

Balance

Active Skill: For 1 turn, reduce enemies’ defense by 100%; Change all orbs to Fire, Wood, and Light orbs (20 ➧ 15)

Leader Skill: [1/1/1]

Kyubi provides a skill bind resist and if you don’t have any other replacement that provides it then it’s definitely good to grab. The best part about Kyubi is that the active skill can be left at a 20 turn cooldown and will never come up as opposed to some of the other replacement. The active itself is not bad either since reducing defense by 100% always has its own value in dealing with high def spawns. It’s overall not a bad active skills but often pure damage is enough to take care of high defense and bursts does that while being more flexible. The heal orb enhance is nice for boosting RCV but there are others that can provide more RCV. Kyubi in the end is a replaceable card and it doesn’t excel particularly at any aspect. I’d get it just because I have the time but I wouldn’t feel too bad missing it if I had other options to replace it.

MP

Shogunyan

Stat Lv.99 (+297) Lv.110 (+297)
HP 3433 (4423) 4463 (5453)
ATK 2085 (2580) 2711 (3206)
RCV 80 (377) 104 (401)
[4975]Shogunyan
ブシニャン

Attacker / Devil

Active Skill: For 1 turn, no skyfall; Change all orbs to Wood, Light, and Heal orbs (13 ➧ 8)

Leader Skill: 4x ATK and reduce damage taken by 25% when matching Wood+Light; 1.5x ATK when 3 or more combos up to 3.5x at 7 combos [1/196/1, 43.75%]

Shogunyan can boost your team’s HP decently while supporting FUA and double skill bind resists. Aside from the utilities he’s also able to provide decent damage given he has decent ATK value and triple TPAs. He provides a good amount of things but the use case is oddly specific and in the end there are only a few teams that can appreciate him mostly because he has a hard time raising his damage. Overall just make the assist form unless you actually have some odd TPA speedfarm teams that actually needed this specific card because you had no other choice.

Stat Lv.99 +297
HP 3433 4423
ATK 2085 2580
RCV 80 377
[4976]Shogunyan’s Yokai Medal
ブシニャンの妖怪メダル

Attacker

Active Skill: Change all orbs to Wood, and Light orbs; Create 3 Heal orbs at random (12 ➧ 12)

Leader Skill: [1/1/1]

First let’s talk about the awakening set. The low HP ATK boost is a pretty powerful assists for leaders that want to maintain low HP so for example DMeta and Sinon . Another use case would be using it on farm teams that may end up having low HP so perhaps from taking a preemptive gravity, Goemon or Noah . The flat out 2x boost in damage is already incredibly powerful but that’s not all to this card. This is the first active of its own kind, spawning a bicolor board and then generating 3 heal orbs. Compared to regular bicolor boards, Shogunyan has a much higher chance of generating a 7 combo VDP board (99% claimed by ねててNetete). The active is very unique and very powerful as a single active to consistently generate 7c VDP board so this is a must get card.

On a side note I’ve ran my own simulation and Shogunyan active only turns out to be 77.8% consistent for 7c VDP boards. It is not as high as Netete claimed to be but it’s still significantly higher than the 37.8% that a regular bicolor board can provide.

Below I will attach Netete’s board setup. If you’re interested in his other board setups then you can find it here or you can follow his youtube channel too.

Quest

Supernyan

Stat Lv.99 (+297) Lv.110 (+297)
HP 3845 (4835) 4999 (5989)
ATK 1745 (2240) 2269 (2764)
RCV 368 (665) 478 (775)
[4987]Supernyan
ヒーローニャン

Balance / Devil

Active Skill: For 1 turn, 2x ATK for Fire Att.; Change all orbs to Fire, Water, Wood, Light, and Dark orbs (15 ➧ 10)

Leader Skill: 6x ATK for all Att. when all cards are from Yokai Watch Collab; 3x ATK when matching 4 or more colors [1/324/1]

Supernyan has some decent HP once limit broken and is not a bad card to stick on team when you want those blind resists. The problem is the demand for blind resists is pretty low and it takes a decent amount of resource to make him Lv110. It’d just be a waste of resource to even invest in something that you don’t always use. The combo enhance is pretty inconsistent on 6×5 board so there is really no real use case coming out of him. I’d just take him as a trophy and leave it as is.

Stat Lv.99 +297
HP 3845 4835
ATK 1745 2240
RCV 368 665
[4988]Supernyan’s Yokai Medal
ヒーローニャンの妖怪メダル

Balance

Active Skill: For 1 turn, 3x ATK for Fire Att.; Create 3 Fire orbs at random (15 ➧ 10)

Leader Skill: [1/1/1]

Supernyan as a whole can be labeled as “replaceable”. The fire orb enhances can be replaced by Gigas Axe , the HP boost can also be replaced by Heracles and there is no need in having both at once. The active is an ok 3x burst but it’s also easily replaceable by a huge variety of REM cards. It’s a nice trophy card and I wouldn’t pay too much attention to him.

Dungeon Drop

Noko

Stat Lv.99 (+297) Lv.110 (+297)
HP 3878 (4868) 7756 (8746)
ATK 945 (1440) 1890 (2385)
RCV 545 (842) 1090 (1387)
[4983]Noko
ツチノコ

Healer / Devil

Active Skill: For 3 turns, void all Light damage; Create 3 Light orbs at random (28 ➧ 13)

Leader Skill: Increase orb movement time by 10 seconds; 30x ATK additional damage when matching orbs [1/1/1]

Before we start, let’s take a look at its HP and RCV… He apparently has 1516 weighted stat as a farmable card. I just think we should all be amazed by that. On top of the high HP he provides, he also provides boosts for the rest of the team. A team of 4 Hexazeon with Fat Chocobo leaders sits at 403950 HP while a team of 4 Noko with Fat Chocobo leaders sits at 412370 HP. Now if we actually have double team HP assist on all of them the cards then the Hexazeons would still win out due to team HP awakening stacking with itself additively. A mix of both would actually give you more HP but if you have Valeria then she will replace Noko completely.
Jokes aside the 10 second movement time on the leader skill can actually provide a decent solution to those no awakening combo shield challenges that we previously had.
Anyways farm 4 so you can play with the meme. Keep one if you don’t have any other time extend leaders, if you already have one then just make a few assist form.

Stat Lv.99 +297
HP 3878 4868
ATK 945 1440
RCV 545 842
[4984]Noko’s Yokai Medal
ツチノコの妖怪メダル

Healer

Active Skill: For 3 turns, void all Light damage; Enhance all Light orbs (15 ➧ 10)

Leader Skill: [1/1/1]

Noko is pretty nice to have for people that farm with Yog . The ability to deny any Light damage for 3 turns is provides a huge amount of flexibility in farm builds especially with leaders that want to maintain high HP level. It can be used to stall a few floors on Light spawns or it can be used to prevent damage taking from preemptive hits. Its side effect also provides a decent boost in damage. Its awakening set is also fairly decent for farm builds since there are spawns that spawns locked bombs(Jammer resist can block bomb orbs). Overall I’d definitely keep one if not multiple since you can apply dupes on the same team to fill in the jammer resists alongside a few Tengu if you ever needed those. His active is also very powerful so there is really no reason not to keep a few.

Slimamander

Stat Lv.99 (+297) Lv.110 (+297)
HP 3475 (4465) 4518 (5508)
ATK 1435 (1930) 1866 (2361)
RCV 373 (670) 485 (782)
[4985]Slimamander
ミツマタノヅチ

Dragon / Devil

Active Skill: Reduce enemies’ HP by 10%; Change bottom row to Heal orbs (40 ➧ 10)

Leader Skill: 2x HP & RCV for Wood Att.; 4x ATK when above 80% HP; 6x ATK when below 79% HP [4/36/4]

He protec
He attac
But most importantly
He unbinds

Ok but jokes aside he’s really not that useful unless you like unbinding by matching row of heart orbs.

Stat Lv.99 +297
HP 3475 4465
ATK 1435 1930
RCV 373 670
[4986]Slimamander’s Yokai Medal
ミツマタノヅチの妖怪メダル

Dragon

Active Skill: Reduce enemies’ HP by 30%; Delay enemies for 1 turns (22 ➧ 17)

Leader Skill: [1/1/1]

Slimamander can directly replace one Hera Nyx on your Minerva team if you still play that. At the same time it will also alleviate some latent Fire resist. Aside from that he’s still an inheritable 30% gravity that you don’t have to spend much resource for. It’s not as valuable nowadays because there are a lot more ways to tackle a dungeon but if you ever end up needing to fall back on an old build then he can replace some Hades and Hera-Is . Personally I’d keep a few around but not bother skilling it up until you’re going to use it.

Conclusion

REM wise this collab has a lot of overlapping identity with Gintama collab, namely the accessible resists. If you didn’t have them already from Gintama collab then my advice would be grab them right now since they are pretty useful in A4, AA2 and various farming setups. The diamonds here are decent if not really powerful. The golds all have their distinctive value to make sure they are useful in some way. This is a collab that you should not miss out on.

Trading post wise the cards are not as exciting. The assist cards are marginally more useful and the base cards are pretty much just straight up disappointing. Trade for all the assists forms is what I would suggest and then trade for the rest if you want to spend the extra time to unlock your monster book.

3 Replies to “Card Review with Cate: Yokai Watch World”

  1. This is definitely a collab I will roll heavily if it ends up coming to NA, even if it’s rebranded as a generic Yokai watch collab

  2. Just to correct there are two bastet in Yo-kai watch, but the new bastet only was revealed about a month ago.

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