New Evolutions and Buffs for Selections of MP Monsters

Here are some buffs and couple new equip evolution for some of the MP cards! This is probably because of the MP card Gacha that will be delivered in the next few days!

New Evolution

[9458] Shimmering Thunder Goddess, Hera Dragon’s Bracelet (Assist evo)
Dragon

Active Skill: Unlock all orbs; Create 9 light and heart orbs; Charge allies’ active by 1 turn (8 max CD)

Leader Skill: None

[9459] Dark Paths Guardian Genbu, Meimei’s Earring (Assist evo)
God

Active Skill: Unlock all orbs; Change all orbs to wood, light and dark orbs; Delay enemies’ next move by 2 turns; Fully recovers HP (9 max CD)

Leader Skill: None

Buffs

Card Change

Gleaming Time Dragonbound, Mille
Increase LB stats
 
Active:
Unlock all orbs; Create 3 fire and heart orbs; For 2 turns, 2x orb move time; For 2 turns, 2x ATK for self and Fire att. (Max CD 5 > 4)
 
LS:
ATK and RCV increase when 4+ combo, to the max 20x ATK and RCV; Reduce dmg taken by 65% 75% and +4 combo when matching 5 connected heart orbs in cross shape
 
Awakening:
Old:
New:

Gleaming Time Dragonbound, Mille’s Timepiece
Awakening:
Old:
New:

Shimmering Thunder Goddess, Hera Dragon
Stats:
+2100 ATK
 
Active:
Unlock all orbs; Create 6 9 light and heart orbs; Charge allies’ active by 1 turn
 
LS:
[7×6 board] 2x 3x HP and ATK for God and Devil type; 6x 7x ATK for matching 5 connected orbs with 1+ enhanced orb
 
Awakening:
Old:
New:
 
SA:
+

Guardian of the Imperial Nation, Athena
Active:
For 1 2 turns, bypass dmg void shield; Delay enemies’ next move by 3 turns; Enhance water and dark orbs
 
Awakening:
Old:
New:
[8448]
Mega Awoken Imperial Nation Guardian, Athena
Active:
[2] For 1 turn, 1.5x RCV; For 1 turn, 1.5x ATK for self and Dark att.; Unlock all orbs; Create 5 dark orbs (Max CD 4 > 3)
 
LS:
2.7x 3x HP for Dark att.; 20x 22x ATK and reduce dmg taken by 25% when 7+ combo; Increase combo by 1 for each 4 connected dark orbs matched
 
Awakening:
Old:
New:
[8849]
Mega Awoken Imperial Nation Guardian, Athena’s Tiara
Awakening:
Old:
New:

Flame Pillar God of the Scorching Sun, Amen
SA:
+

Holy Guardian of the Flame Pillar, Amen
Awakening:
Old:
New:

Flame Pillar God of the Rising Sun, Amen
Awakening:
Old:
New:
 
SA:
+

Flame Pillar God of the Rising Sun, Amen’s Necklace
Awakening:
Old:
New:

Holy Guardian of the Aqua Pillar, Mut
Awakening:
Old:
New:

Aqua Pillar Goddess of the Clear Air, Mut
Awakening:
Old:
New:

Aqua Pillar Goddess of the Clear Air, Mut’s Necklace
Awakening:
Old:
New:

Earth Pillar God of the Traversing Moon, Khonsu
SA:
+  

Holy Guardian of the Earth Pillar, Khonsu
Awakening:
Old:
New:

Earth Pillar God of the Soaring Moon, Khonsu
Active:
Max CD 5 > 4
 
SA:
+

Earth Pillar God of the Soaring Moon, Khonsu’s Necklace
Active:
Max CD 5 > 4
 
Awakening:
Old:
New:

Darkmist Calamity Dragon, Amaj
Stats:
+3500 ATK
 
Active:
For 1 2 turns, reduce dmg taken by 50% 60%; For 2 turns, 3x RCV; For 2 turns, 3x ATK for Dark att.; For 2 turns, increase combo by 3
 
LS:
[6 sec move time] 2x 2.2x HP for Dragon and Devil type; Reduce dmg taken by 50% when 4+ combo; 35x ATK when 5+ combo
 
Awakening:
Old:
New:

Dark Paths Guardian Genbu, Meimei
Stats:
+400 ATK
 
Increase LB stats
 
Active:
Unlock all orbs; Change all orbs to wood, light and dark orbs; Delay enemies’ next move by 2 turns; Fully recovers HP (Max CD 13 > 9)
 
LS:
4x ATK and reduce dmg taken by 50% 75% when wood, light and dark attack; 4x 6x ATK and +3 combo when matching 5+ connected orbs
 
Awakening:
Old:
New:
 
SA:
+

 

5 Replies to “New Evolutions and Buffs for Selections of MP Monsters”

  1. hey just a heads up, you listed Evo Red Mille’s active as the same as Light HeraDra’s.

    But, Thank you for all you guys do on this site! Would have probably quit long ago if not for your translations always keeping me hyped!

  2. is it better to do 10 20 stone rolls for trade fodder in marvel or should I do 20 10 stone rolls in thr not marvel collab? the fodder is so consistent it seems better

    1. Spend your stones on the 20 stone godfest and save like 50 stones plus some trade fodder for the one piece collab

    2. Assuming you mean the ongoing 20 Magic Stone Godfest versus the GungHo Collab: Another Story substitute for the Marvel Collab in North America right now, I would also have to go with the 20 Magic Stone Godfest.
      For the most part, I would only recommend rolling the 10 Magic Stone GC:AS REM over the 20 MS GF if you are casting a wide net and chasing multiple cards in it, or already exhausted the current 7-Star GFE pool to the point of diminishing returns. In most any other case, the 20 Magic Stone Godfest is the superior option, especially if you don’t have most of the 7-Star GFEs or are accumulating exchange fodder.
      To break things down in terms of exchange fodder efficiency, the GC:AS REM has a 14% chance of rolling a 7-Star that can be used to exchange toward another 7-Star in the same collab. Meanwhile, the 20 MS GF has about a 90% chance of rolling potential exchange fodder, and the remaining percent consist of 8-Stars and very new GFEs like Mermaid & Succubus not yet added as exchange fodder that you’d probably want to hang onto anyway. Each GC:AS 7-Star exchange option has 20 potential exchange 7-Star GFE options out of a possible 51 7-Star GFEs currently in the NA game, so there is about a 40% chance of anything you roll from the 20 MS GF counting towards your specific exchange objective, which is still more than double the rate of GC:AS REM’s potential exchange roll rate.
      It isn’t like the extra 7-Star GFE cards not valid for the specific exchange you want have no purpose either. Even if you never actually use them as actual cards, of which many are still meta relevant, they’re guaranteed to be valid towards some future exchange in a collab or seasonal event. By comparison, the 7-Star cards in the GC:AS collab are only good for exchanging towards other 7-Stat GC:AS cards, so if you don’t snag enough to exchange for your target card before the collab ends, you’d be left holding the bag.

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