YamaP Gacha Challenge for Shaman King Collab!

While it’s still time for #StayHome in Japan, producer of PAD, YamaP, is making a video with rolls (Shaman King probably), to see who to buff! Whoever he rolled will receive buffs later.

Oh, with iPhone’s recording function only, nothing fancy this time.

YamaP had to wait for publisher’s approval, and once that was done (didn’t take long thankfully), he quickly took the video. A total of 11 rolls were done!

The video

YamaP’s rolls

In exact order, these were rolled:

These will be buffed!

This means, the following cards will be buffed! The buffs will be announced on a later date.

RIP my Tao Ren army omg

10 Replies to “YamaP Gacha Challenge for Shaman King Collab!”

  1. I feel YOH is already so strong in single player. 4 offensive awokenings that tie in ultra easy with the easiest equipable offensive, another SFUA to bring YOH to 5 offensive awokes very very easily. Most people have SFUA equip by now. She has no Time extend. They could make her unbindablity into one awoke and then give her TE

    1. We can debate whether Ult Yoh’s rows (universal multiplier, low multiplier, require you to have a good number on the team to actually benefit from them, only require six orbs to activate) are better than Revo Yoh’s VDPs (personal multiplier, much higher multiplier, does not depend on the rest of the team having them, has a function outside of damage, requires nine orbs to activate). If we are talking from a pure damage standpoint, then there is no debate that Revo Yoh wins out, on a single card basis at the very least. (VDPs are a multiplicative 2.5x per VDP for the match, while rows are 1+[0.15x the number of rows]. Assuming dual lead, that would be 1.9x, without taking subs into account, for Ult Yoh. While Revo Yoh is hitting for more than that with a single awakening.) If we are talking about consistency, Ult Yoh wins out, unless we are adding in obtaining the Super FUA.

      Generally though, the loss in damage from not having the rows should not be too great of an impact. Inversely, the damage when you do have the VDP is greater, and handles damage void spawns. All that damage you get from the rows and the Super FUA is worthless against damage void spawns when the card does not have a VDP. While Ult Yoh can get a VDP super awakening, if you are VDPing anyway, Revo Yoh is hitting for drastically higher damage. Most spawns should not require Super FUAs to kill if they do not have a damage void anyway, so usually it is a waste of damage potential.

      If we were to talk about the consistency of getting nine heals, and six wood orbs, it is certainly lower than getting nine wood orbs. On top of this, it is not possible to make getting six woods and nine heals more consistent than you can make getting nine wood orbs. This means that Ult Yoh does not even have his personal damage most of the time by comparison. This is why Super FUA is more of a secondary offensive awakening.

      For most leads, it is not part of their offensive multiplier to get nine connected heal orbs, so it is not something they want to prioritize. This is because trying to get it makes their activation inconsistent, or getting it is inconsistent to begin with. It is more so a mechanic that was meant to give row teams a follow-up attack. The damage is an extra benefit that allows for the awakening to not be dead when the spawn does not have a resolve. This is why it more so classifies as an offensive awakening, rather than being an offensive awakening.

      A similar thing can be said about rows. While they are most certainly offensive awakenings, one row does not amount to one offensive awakening. As I have already mentioned, rows calculate with the formula 1+(0.15×the number of rows on the team). This means each row is only a fraction of an awakening. It takes three rows to almost have the same multiplier as a prong or more than eighty, six rows to almost have the same multiplier as a seven combo or less than fifty, and eight rows to have the same multiplier as a VDP. So counting each row as an individual offensive awakening is inaccurate. The benefit of this though, is that the whole team gets the multiplier, but it still does not make each awakening an individual offensive awakening.

      In addition to all of that, the time extend dilemma is not as serious with Revo Yoh, if it is even a problem based upon the rest of the team and an individuals skill level. Both Ult and Revo Yoh have a super time extend super awakening. However, ult Yoh cannot run it as freely, as you will need other subs to handle the VDP then. This means it is either not all that much of a problem if you have other subs that can handle one of the two, or at least Revo Yoh does not need to worry about it.

      When it comes to being a leader though, Revo Yoh is a direct upgrade of Ult Yoh. The plus one combo when making the wood match greatly improves the team. This means Revo Yoh has less trouble hitting combo counts, since he needs to make a six match and a five match. This also makes it easier to to get over combo shields on VDP and/or resolve spawns that require even more orbs to be used for a single match.

      Given all of this, why would you not be using Revo Yoh instead, especially given your focus on damage? Also, Yoh is a guy.

    2. Yoh is a guy, and is 75 autocorrect forcing you to capitalize his name like that?

      1. Joke’s on me, I forgot to turn off numbers and typed “75” instead of “it”.

  2. Yoh is going to be even better after this buff. I hope I roll him when it comes back to NA, he’s one of the cards I wasn’t able to get last time. Here’s hoping I get him.
    Also interested in seeing how Horohoro is buffed, I still have 5 of him. Lol.

  3. Anyone else tired of the ‘yamap rolls get buffed’ thing. It was fun for a while but it seems like its a given to any event now

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