GungHo Collab 2nd Run Review

| Nov. 28, 2018 | 2,062 views |   1    

Featured Image from Merc Storia’s Summons Board Collab

GungHo Collab’s return is a mixed bag as you cannot roll some of the the useful 5 and 6 stars this time, and there’s no monster exchange offered for 7 Star REM either. It’s not all bad though, as this is another chance to obtain the various MP shop, rainbow medal, and PEM cards.

Reviews of cards from the last run of GH Collab can be found here and here. Once again, note that not all cards available last run is available this time.

 New Cards 

Stat Lv.99 +297
HP 3806 4796
ATK 1602 2097
RCV 312 609
[5031]Flamme, the Burst of Crimson Gear
紅蓮装姫フラマ

Balanced / Machine

Active Skill: Reduce HP by 50%; Deal 30x Fire damage to an enemy; Change far right column to Fire orbs
(10 ➧ 5)

Leader Skill: 5x ATK when below 50% HP; 2x HP & ATK for Fire Att.; 10x Fire counterattack
[4/100/1]

Flamme is an interesting 4x HP leader with 10x red counterattack. She’s quite capable as a leader and has useful applications in speedfarming.

As a 4x HP leader with access to some excellent RCV options , Flamme’s survivability is excellent. The attack multiplier is independant of orbs on the board, instead dependant on red attribute and being ≤ 50% HP. It can be easy to accidentally heal over, but that’s where her 5 CD 50% suicide active comes in. Her main drawback is the relatively low offensive multiplier, which makes it hard to recommend her over other 4x HP leaders.

In a speed farming context, Flamme’s 10x fire counterattack (20x with 2 leads) can clear a floor with preemptive 99% gravities just by having enough HP, easy enough through multiboost button bases and her own 4x HP lead skill. Saving an active in this manner allows previously impossible full button builds to be made and it’s also faster than pressing an active. Aside from counterattack, Flamme’s leaderskill offers a decent multiplier just for being under 50%, though Machine Noah has identical activation requirements, no type restriction, more skillboost, higher personal damage, and a stronger active.

Stat Lv.99 +297
HP 2800 3790
ATK 1340 1835
RCV 615 912
[5032]Great Witch of the Solitary Island, Reeche
孤島の大魔女・リーチェ

Devil / Healer

Active Skill: Unlock all orbs; Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs; For 1 turn, void damage absorb shield and att. absorb shield effects
(35 ➧ 30)

Leader Skill: 3x ATK when matching 3 or more colors (2+heal); 4x ATK and reduce damage taken by 25% when matching 5 or more connected Water orbs
[1/144/1, 43.75%]

Since she’s tradable, this reeche is not inheritable and her stats, awakes, and leader skill are all a bit worse than the REM base Reeche . She’s still quite nice for a new player looking for an easy a3 leader though, as she comes with easy activation, a damage absorb void active, and can VDP off just 2 colors + 3×3 blue box.
Compared to other farmable damage absorb void options , tradable Reeche’s stats are not quite as good but her active will come up faster if the rainbow haste is utilized. Plus she requires far less skillups.

Stat Lv.99 (+297) Lv.110 (+297)
HP 4395 (5385) 5054 (6044)
ATK 2450 (2945) 2818 (3313)
RCV 510 (807) 587 (884)
[5033]Great Witch of the Dark Flowers, Reeche
冥華の大魔女・リーチェ

Devil / Balanced


Active Skill: Unlock all orbs; Change all orbs to Fire, Water, Wood, Light, Dark, and Heal orbs; For 1 turn, void damage absorb shield and att. absorb shield effects
(35 ➧ 30)

Leader Skill: 4x ATK and reduce damage taken by 25% when 7 or more combos; 4x ATK when matching 4 or more colors; Increase orb movement time by 2 seconds
[1/256/1, 43.75%]

Aside from attribute, this Reeche is identical to the ult version of REM Reeche . Thus if you already have the normal verison, there’s pretty much 0 reason to go for this card.

Just about everything that applies to regular Reeche also applies to dark Reeche, so please see here for an in-depth review on the regular REM Reeche.

New: Dark Reeche got the same super awakenings as blue Reeche. They are all support oriented and won’t affect her usage much, but nice to have all the same.

 Super Awakening Buffs 

Noir, the Infinity of Lost Gear
SA:

Noir can now get a 3rd 7c or a 2nd VDP, allowing for some seriously high VDP damage either way. That said she still has trouble finding a home due to her typing and her own leaderskill remains orb hungry as ever, though 4x HP does allow for a Kuroyuri system.

Orage, the Burst of Lost Gear
SA:

Orage is mainly used as a coop swipe lead, so super awakenings aren’t super relevant. The additional skill boost is useful for select solo only dungeons like the +99 dungeon, and she’s a respectable HP stick with a 3rd team HP.

Karin Shindou
SA:

Healer types received a powerful leader in Valk Ciel recently and Karin brings a strong burst active and either double 7c + VDP or triple 7c to Ciel teams. She functions well on other light teams, but her low base HP remains a concern.

Elena Brilliante
SA:

Elena can now gain a 2nd god, dragon, or devil killer, greatly enhancing her damage against those spawns. She’s still a rather situational card, and her damage can be easily nulled if the rest of the team can’t match her output.

Raizer
SA:

A 3rd ≤50% attack boost pushs Raizer’s personal multiplier to 8x. Cloud and scroll can be situationally nice but many other cards have those already.

Durandalf
SA:

I still recommend any new players to pick up a few durandalfs use as a leader and for future farming uses, but there’s no point to limit breaking him when he’s just going to end up as an equip later on.

Kriemhild
SA:
Lv110 Stats: HP 5178 / ATK 3704 / RCV 432

Kriemhild’s stats double at lv110, giving her 3704 base attack (up to 4532 with +99 and atk+ latents). Sadly she has no multiboost, so her usefulness is limited to buttoning ranking dungeons and other solo-only situations.

 Verdict 

Roll the 10 stone machine if you want, since it’s essentially a normal godfest but with GH collab cards replacing most of the 6 Star GFEs.

For farming purposes it is now possible to get 5 Alastairs, and Durandalf makes a return as a powerful farmable nuke assist.

Reeche and Flamme are both one-time exchanges via farmable tickets. If you could only farm enough for one of the two, I would pick Reeche if you lack damage absorb void of any kind, and Flamme otherwise.

Lastly, you can buy the Kuroyuri autoheal system from MP shop and roll the PEM in hopes of Typhon/Hakuryu cards.

One Reply to “GungHo Collab 2nd Run Review”

  1. Pingback: social signals

Leave a Reply!