[Teaser, Day 2 added] New Cards Revealed for Kamen Rider Collab!

As promised on official stream – Kamen Rider is returning…. next week! Here are the new additions teased so far.

Note: Super Awakenings were not shown (they’re never shown till official site is up), but likely most of them have them.

Day 1: From collab gacha

From official Twitter. More reveals will happen tomorrow.

[5768] Kamen Rider Fourze
Balanced / Machine

Active Skill: Spawn 10 Water, Light, and Heal orbs. (10 max CD)

Leader Skill: 4x ATK and add 1 combo when matching 5+ Water and Light at once; 4x ATK and slightly reduce damage taken when matching 5+ combos

[5769] Fourze Driver + Astro Switch (Assist Evo of Fourze)
Balanced

Active Skill: Spawn 10 Water, Light, and Heal orbs. (10 max CD)

[5762] Kamen Rider Faiz
Attacker / Machine

Active Skill: For 2 turns, nullify damage absorb effects; Enhance all orbs (22 max CD)

Leader Skill: 1.5x all stats for Dark att.; Increase orb move time by 2 seconds; 8x ATK and slightly reduce damage taken when matching 2+ Dark combos

[5763] Kamen Rider Faiz – Axel Form (Uvo)
Attacker / Machine

Active Skill: For 2 turns, nullify damage absorb effects; Enhance all orbs (22 max CD)

Leader Skill: 2x HP & ATK for Dark att.; 8x ATK when matching 4+ colors; Recover awoken bind status by 5 turns when healing 20,000+ HP with Heal orbs

[5764] Faiz Gear (Assist Evo of Faiz)
Attacker

Active Skill: For 2 turns, nullify damage absorb effects; Enhance all orbs (22 max CD)

Annnnd Kamen Rider Poppy finally has her assist!! (She was the only one without an assist last time)

[5755] Buggle Driver II & Tokimeki Crisis Gashat (Assist Evo of Poppy)
Attacker

Active Skill: For 2 turns, increase ATK by 30% for each Resistance-Skill Bind awakening skill on the team; Full recovery of bind and Awoken bind status (14 max CD)

  • Last part of the Active Skill is new, and should be part of the buff for Poppy.

Day 2: More cards!

[5765] Kamen Rider Zero-One
Balanced / Machine

Active Skill: For 1 turn, reduce damage taken and increase ATK for each Skill Boost awakening skill on the team (7 max CD)

Leader Skill: [5 sec orb move time] 3x ATK & 2x RCV for Light and Dark att.; 6x ATK and 50,000 fixed damage when matching 6+ connected Light orbs

[5766] Kamen Rider Zero-One Shining Hopper (Uvo)
Balanced / Machine

Active Skill: For 1 turn, reduce damage taken and increase ATK for each Skill Boost awakening skill on the team (7 max CD)

Leader Skill: [5 sec orb move time] 2x HP & 3x ATK for Light and Dark att.; 6x ATK and add 2 combos when matching 6+ connected Light orbs

[5767] Hiden Zero-One Driver + Progrise Key (Assist Evo of Zero-One)
Balanced

Active Skill: For 1 turn, reduce damage taken and increase ATK for each Skill Boost awakening skill on the team (7 max CD)

[5756] Kamen Rider Super-1
Attacker / Machine

Active Skill: For 1 turn, 3x orb move time; Change into Kamen Rider Super-1 (Elek Hands) (12 max CD)

Leader Skill: 6x ATK & 2x RCV for Attacker type

[5761] Rider Belt – Cyclode (Assist Evo of Super-1)
Attacker

Active Skill: Reduce enemies’ max HP by 25%; For 2 turns, reduce damage taken by 100% (40 max CD)

[5757] Kamen Rider Super-1 (Elek Hands) (Transformed from base Super-1)
Attacker / Machine

Active Skill: Change Heal orbs to Fire orbs, Dark orbs to Water orbs; Change into Kamen Rider Super-1 (Thermal Hands) (3 max CD)

Leader Skill: 2x HP for Attacker type; ATK increase when matching 5+ combos, up to 6x ATK; 3x ATK and slightly reduce damage taken when matching 5+ connected non-Fire orbs

[5758] Kamen Rider Super-1 (Thermal Hands) (Transformed from Elek Hands)
Attacker / Machine

Active Skill: Full Awoken bind recovery; Change into Kamen Rider Super-1 (Radar Hands) (3 max CD)

Leader Skill: 2x HP for Attacker type; ATK increase when matching 5+ combos, up to 6x ATK; 3x ATK and slightly reduce damage taken when matching 5+ connected non-Fire orbs

[5759] Kamen Rider Super-1 (Radar Hands) (Transformed from Thermal Hands)
Attacker / Machine

Active Skill: For 1 turn, 2x ATK for Attacker type and 2x RCV; Change into Kamen Rider Super-1 (Power Hands) (3 max CD)

Leader Skill: 2x HP for Attacker type; ATK increase when matching 5+ combos, up to 6x ATK; 3x ATK and slightly reduce damage taken when matching 5+ connected non-Fire orbs

[5760] Kamen Rider Super-1 (Power Hands)
Attacker / Machine

Active Skill: For 1 turn, 7x ATK for Attacker type; Inflict 5,000,000 fixed damage to 1 enemy (10 max CD)

Leader Skill: 2x HP for Attacker type; ATK increase when matching 5+ combos, up to 6x ATK; 3x ATK and slightly reduce damage taken when matching 5+ connected non-Fire orbs

Side Note

Those who follow along should see that Super-1 changes forms linearly. It’s quite a handful:

Super-112 turnsElek Hands3 turnsThermal Hands3 turnsRadar Hands3 turnsPower Hands

Unrelated Side Note

Meme power too strong, I nearly typed Kamen Rider Super-1 (Pepe Hands), sorry KR fans.

8 Replies to “[Teaser, Day 2 added] New Cards Revealed for Kamen Rider Collab!”

  1. I gotta get that blue guy for his equip on a Chidori team. Hopefully older bi and tricolor board changers get buffed to consistently make either even boards or at least 9 of each on tri color and at least 12 of each on bi colors.

  2. The new D/F Rider would be pretty interesting as a sub for my Hayato team. If he gets a third 7c as SA I probably will chase for him 😛

    1. Is Hayato the green guy from the thomas the train anime collab? I’ve been pairing him with his base form but I just can’t figure what subs to use for the blue slot. I think its ridiculous Hayato’s active makes a non rainbow board so you have to make a FUA column or heart break if you use his active. I’m so close to just buying a BAth to fulfill rainbow.

      1. Yep, Hayato from Shinkalion Collab. For blue coverage I use Ryuujis light evo (also Shinkalion collab), Red Kamenrider, a second Hayato and Levi. Yes, Hayatos AS is kinda meh but since I almost always have the assists up anyway it doesn’t bother me that much.
        Overall, Hayato plays surprisingly well for being a rainbow lead. Maybe a slightly higher multiplier would be nice though (even though triple 7c subs can make up for that).

  3. I’m still debating wether Super-1 is pretty OP or just impractical gimmicky since you effectively loose two (inherit) AS. Also, would a fire based or an off-color attacker team better… On the latter you might loose out on his VDPs. I want him to be at least an S-Rank but there are so many small bothersome things.

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