[Updated with buffs!] YamaP Gacha Challenge: Yu-Gi-Oh Duel Monsters Collab!
Oh my god all diamonds. Updated with buffs now!
Video
YamaP’s rolls
In exact order, these are his rolls. ALL DIAMONDS.
Therefore, these 8 will be buffed
Also: More buffs for Yugi soon
As part of the Tanabata event, GungHo is granting everyone’s wish of a Yugi buff! Buffs will be for:
As usual, a;; actual buffs will be announced at a later time (probably tomorrow).
Misc. side note:
If you actually watched the YamaP roll video, you can see that that was his 7th Exodia…
Updated: Buffs!
闇遊戯&ブラック・マジシャン師弟
Stat | Lv.99 | +297 |
HP | 6673 | 7663 |
ATK | 2595 | 3090 |
RCV | 798 | 1095 |
Active Skill: (6 ➧ 6) Not Inheritable
Change Fire, Water, Jammer, Poison, Mortal Poison, and Bomb orbs to Dark orbs; For 2 turns, increase combo count by 2 3; For 2 turns, bypass damage absorb shield effects
Leader Skill:
[Disable Poison & Mortal Poison orb effects] 3x HP and 2x 3x ATK & RCV for Devil type; 12x 9x ATK and deal 6,000,000 additional true damage when matching 5 or more connected Dark orbs
闇遊戯&オシリスの天空竜
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 5573 (6563) | 6966 (7956) |
ATK | 3395 (3890) | 4244 (4739) |
RCV | 498 (795) | 623 (920) |
Active Skill: (10 ➧ 10) Not Inheritable
Recover all HP; Remove all awoken skill binds; Delay enemies’ next attack by 2 turns; Change the top row to Dark orbs and change the bottom row to Light orbs
Leader Skill:
4x 8x ATK and increase combo by 3 when matching 4 or more connected Light and Dark orbs at once; 5x ATK and 2.5x HP 2.8x all stats for Dark Att.
海馬瀬人&青眼の白龍
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 6920 (7910) | 8650 (9640) |
ATK | 3300 (3795) | 4125 (4620) |
RCV | 150 (447) | 188 (485) |
Active Skill: (13 ➧ 8) Inheritable
For 1 turn, no skyfall; For 1 turn, 2.5x 3x ATK for Water Att.; Change the top row and the bottom row to Water orbs
Leader Skill:
5x 20x ATK for Water Att.; Reduce damage taken by 50% when above 50% HP; 4x ATK Slightly reduce damage taken and Deal 50,000 additional true damage when matching 6 or more connected Water orbs
海馬瀬人&オベリスクの巨神兵
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 6540 (7530) | 8175 (9165) |
ATK | 2660 (3155) | 3325 (3820) |
RCV | 650 (947) | 813 (1110) |
Active Skill: (15 ➧ 14) Inheritable
For 1 turn, reduce damage taken by 100%; For 1 turn, bypass damage absorb shield effects; Unlock all orbs; Create 15 Water and Dark orbs over any orbs
Leader Skill:
5x 20x ATK for Water Att.; Reduce damage taken by 50% when above 50% HP; 4x ATK Reduce damage taken by a little and increase combo by 3 when matching 6 or more connected Water orbs
オベリスクの巨神兵のカード
Old:
New:
Stat | Lv.99 | +297 |
HP | 6540 | 7530 |
ATK | 2660 | 3155 |
RCV | 650 | 947 |
Active Skill: (15 ➧ 14) Inheritable
For 1 turn, reduce damage taken by 100%; For 1 turn, bypass damage absorb shield effects; Unlock all orbs; Create 15 Water and Dark orbs over any orbs
海馬瀬人&青眼の究極竜
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 5840 (6830) | 7300 (8290) |
ATK | 3860 (4355) | 4825 (5320) |
RCV | 150 (447) | 188 (485) |
Active Skill: (15 ➧ 15 14) Inheritable
For 3 turns, reduce damage taken by 50%; For 3 turns, 3x ATK for Water Att.; Delay enemies’ next attack by 3 turns
Leader Skill:
2.1x 2.2x all stats for Water Att.; 9x 10x ATK, deal 5,000,000 6,000,000 additional true damage, and reduce damage taken by 25% when 7 or more combos
真崎杏子&フレンドシップ&ファイヤーソーサラー
(Heart enhance added)
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 2740 (3730) | 3425 (4415) |
ATK | 2145 (2640) | 2681 (3176) |
RCV |
Active Skill: (10 ➧ 10) Inheritable
Recover all HP; Remove unmatchable effect, all binds and awoken skill binds; For 3 turns, recover 30% of max HP; Replace all orbs
Leader Skill:
1.5x HP for Healer type; 4x 6x ATK when matching 4 or more colors; 4x ATK and reduce damage taken by 50% when recovering more than 50,000 HP from Heal orbs
フレンドシップのカード
Old:
New:
Stat | Lv.99 | +297 |
HP | 2740 | 3730 |
ATK | 2145 | 2640 |
RCV |
Active Skill: (10 ➧ 10) Inheritable
Recover all HP; Remove unmatchable effect, all binds and awoken skill binds; For 3 turns, recover 30% of max HP; Replace all orb
城之内克也&真紅眼の黒竜
(7c added)
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | ||
ATK | ||
RCV |
Active Skill: (15 ➧ 10 8) Inheritable
Deal 200x Fire damage to all enemies; Change the top row to Fire orbs and change the bottom row to Dark orbs
Leader Skill:
3x ATK and reduce damage taken by 50% when matching 5 Fire orbs in an L shape; 6x ATK, deal 1 additional true damage, and increase combo by 1 when matching 4 or more colors
真紅眼の黒竜のカード
Old:
New:
Stat | Lv.99 | +297 |
HP | ||
ATK | ||
RCV |
Active Skill: (15 ➧ 10 8) Inheritable
Deal 200x Fire damage to all enemies; Change the top row to Fire orbs and change the bottom row to Dark orbs
城之内克也&レッドアイズ・ブラックメタルドラゴン
(7c added)
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | ||
ATK | ||
RCV | 510 (807) |
Active Skill: (7 ➧ 7) Inheritable
For 1 turn, Dark orbs are unmatchable.; For 1 turn, bypass damage absorb shield effects; For 1 turn, 3x ATK for Fire Att.
Leader Skill:
15x 17x ATK and 1.5x HP for Fire Att.; Reduce damage taken by 50% and increase combos by 3 when matching 5 orbs in an L shape
孔雀舞&ハーピィ・レディ・SB
(SB+ added)
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | 6254 (7244) | |
ATK | 3160 (3655) | |
RCV | 0 (297) | 0 (297) |
Active Skill: (15 ➧ 9) Inheritable
Delay enemies’ next attack by 2 turns; For 2 turns, reduce damage by 50%; Unlock all orbs; Create 6 Heal orbs over non Fire and Wood orbs
Leader Skill:
15x ATK when 5 or more combos up to 20x 24x at 10 combos; Reduce damage taken by 60% and increase combo by 2 when matching 2+ Heal combos
ハーピィ・レディ・SBのカード
Old:
New:
Stat | Lv.99 | +297 |
HP | 5993 | |
ATK | 3023 | |
RCV | 0 | 297 |
Active Skill: (15 ➧ 9) Inheritable
Delay enemies’ next attack by 2 turns; For 2 turns, reduce damage taken by 50%; Unlock all orbs; Create 6 Heal orbs over non Fire and Wood orbs
闇バクラ&ダーク・ネクロフィア
(Poison bless added)
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | ||
ATK | ||
RCV | 130 (427) | 163 (460) |
Active Skill: (10 ➧ 5 4) Inheritable
Poison all enemies (30x ATK); Change all orbs to Dark, Heal, and Poison orbs
Leader Skill:
[Disable Poison & Mortal Poison orb effects] Reduce damage taken by 50% when above 50% HP; 18x 22x ATK when matching 4 or more connected Poison or Mortal Poison orbs
ダーク・ネクロフィアのカード
Old:
New:
Stat | Lv.99 | +297 |
HP | ||
ATK | ||
RCV | 130 | 427 |
Active Skill: (10 ➧ 5 4) Inheritable
Poison all enemies (30x ATK); Change all orbs to Dark, Heal, and Poison orbs
ブラック・マジシャン・ガール
(Blind resist+ added)
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | ||
ATK | ||
RCV |
Active Skill: (11 ➧ 4 3) Inheritable
Unlock all orbs; Create 5 Light and Dark orbs; Create 3 Heal orbs
Leader Skill:
5x ATK and 2x 2.1x HP for Light and Dark Att.; Increase orb movement time by 5 seconds; 4x ATK, increase combo by 1, and reduce damage taken by 25% when recovering more than 50,000 HP from Heal orbs
ブラック・マジシャン・ガールのカード
Stat | Lv.99 | +297 |
HP | ||
ATK | ||
RCV |
Active Skill: (11 ➧ 4 3) Inheritable
Unlock all orbs; Create 5 Light and Dark orbs; Create 3 Heal orbs
デーモンの召喚
(SB+ added)
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | ||
ATK | 2500 (2995) | 3125 (3620) |
RCV | 120 (417) | 150 (447) |
Active Skill: (11 ➧ 6 5) Inheritable
For 1 turn, RCV and ATK increase according to number of Devil, Attacker and Physical type cards in team; Change Light orbs to Dark orbs
Leader Skill:
[Fixed 6 second movetime] 16x 18x ATK for Devil type; Reduce damage taken by 60% and increase combo by 4 when matching 2+ Dark combos
召喚神エクゾディア
(7c added)
Stat | Lv.99 (+297) | Lv.110 (+297) |
HP | ||
ATK | ||
RCV | 100 (397) | 130 (427) |
Active Skill: (20 ➧ 15 14) Inheritable
For 1 turn, bypass damage absorb shield effects; For 1 turn, bypass void damage shield effects; For 1 turn, 10x ATK for Light and Dark Att.
Leader Skill: [1/576/1]
HP and RCV increase for every God or Devil type in team; 3x ATK for Attacker type; 8x 9x ATK when 5 or more combos
Make Exodia even more OP please XD
he may have needed to do a few recording to not sure if these are live stream or pre recorded, but he may have had to do a few of these to not get all golds lol
Shining Friendship Card -> missing unmatchable clear.
If only uvo Yugi got unmatchable clear as part of his AS, he could’ve functioned as a full cleric too. I personally don’t like it when clerics get one of awoken or unmatchable clear because it makes you feel guilty using another cleric.
Even then in retrospect I wish that instead of inflating weighted stats, leaderskill multipliers, and stuffing active skills with 4+ effects on a less than 10 turn cooldown, they had just increased the sub slot to allow a 5th sub. It would let us use more of our cards rather than whichever ones have the most things covered
Eh, that is about as equally good of a solution, if not just as pointless for what you want. The game at its base is, has been, and will always be one of picking the things that can do the most. That is the type of game it is, and unless you completely change the game, that will always be the case. Adding another sub slot does not change things in the slightest. It will just be a matter of picking the five cards that do the most instead of four. At best it would make things slightly more flexible for a little while, and open things up for dungeons to include more, a which point we are back to where we started. It also can negatively impact the game, as dungeons and cards previously released were designed (and buffed) for a six card total format instead of seven. They would need to go back to adjust things on one or both ends to make sure things are balanced enough. Power creep is going to happen anyway, and cards are going to get pushed off, or just not be right for particular dungeons, no matter how many team slots you have. Do we just introduce another team slot when we get to that point then? We will end up in the same place, if not with more problems that would have to be resolved. It simply does not change anything positively at the end of the day.
Do you play the JP server? In Mysterious Dimension the last floor is all about dividing up to 90 bil HP into the amount of damage cap ticks you need to do per turn before you get executed. cards with a damage cap limit break count as two ticks of damage. It plays a lot more like pad battle with its 4 health system rather than the main pad. Something that an extra sub slot would have done that making condensed active skills is it adds another damage tick. we are already at a point where almost every new lead can consistently hit the damage cap every turn. right bow a twam can do 6-12 damage caps a turn (poison and bonus follow up damage can technically increase that). Because of the damage cap, the only way for multipliers to really go is making teams more tanky while enemy mobs attack harder creating a fake change and to make active skill checklists of what things need to be brought to each dungeon more strict so that only new and recently buffed cards can keep up with all the debuffs. increasing sub slot at least lets players use more of the cards theyve accumulated over the years and its another card with a cooldown running each turn. if the damage cap isn’t removed, then the only way to actually power creep the amount of damage players can do is to increase the damage cap. unless a new active skill related to damage cap or another damage cap latent awakening is released, theres not a lot of room left to keep the numbers getting bigger.
I follow JP, but I do not see how that makes a team slot the solution. You are still offering a solution that offers more potential problems, and only patches the problem for a little while. It is a short term solution that will only put off the problem, and does not really help the game move forward at the end of the day. Again, once we get back to this point do we just end up introducing another team slot then? Having specific dungeons with things like additional team slots might be cool, but making it universal doesn’t help in the long run.
You are also overly optimistic about it. The idea that it would actually be the thing to bring out more/older cards from a player’s box is unrealistic. You might get a few neat little, and likely unintended, interactions with some old cards, but that does not mean that a ton of things are going to see use again, especially in endgame content. It will still be newer, or good, more recently, buffed cards. One more slot is just one more slot for the best cards. For a short while you might be able to throw just any decent card in there, but we will just end up needing one more tier one or two sub (which we will likely need to chase down). If a top tier card makes a fantastic sub, and having another of it on the team does not hurt, that is what is going to be subbed on. If that is what the team needs, players will need to simply end up needing to pull for more cards. It only ends up pushing players to have more highly developed top tiered cards, in addition to what they already have, in order to access the latest endgame content.
Adding an extra team also accelerates power creep ever more. If a team really is able to do drastically that much more with one team slot, newer dungeons would end up getting adjusted to challenge that new baseline. This style of game is always an arms race. The better things get for the players, the harder dungeons will get. That is simply how it is. We do not want to make a gradual change take a sudden jump. We already experienced that after 7×6 was introduced. For a good while non-7×6 teams just could not keep up. It did make Anubis that much more relevant, since he still saw play with 5×6, but it truly put him at a much higher level. That was honestly a simpler addition, with much smaller repercussions.
Earlier I mentioned the possibility of some new interesting, likely unintended, interactions. As I mentioned, cards were designed to function with the two leads and four subs format. Putting an additional sub slot also means there is the potential for cards to be able to do something they were not designed to do. This could bring teams that, because of the way things ended up balancing out, in to, at least slightly, more relevance. It could, however, instead create a greater divide between what is a good, and what is just usable. As I have already said, to think that this will push less relevant to completely irrelevant cards into the light is overly optimistic. On the other hand, we can also end up with problems caused by it. Gungho has to always be prepared that a new feature, and card for that matter, could unintentionally cause a card to break the game, and carefully design it to avoid that from happening. An example of this can be seen in how Nicol Bolas was nerfed prior to his release. Originally his cooldown would have allowed for six of him to be used to loop his void damage active. In turn, they made his cooldown two turns longer. One big thing to keep in mind is also that Gungho is not legally allowed to directly nerf already released cards due to Gacha laws in Japan. As such, they would have to make it so at least all newer dungeons can address the problem, which would more likely than not make it more difficult for other teams. While a Nico Bolas loop team is likely not a threat to current endgame content, it does present the potential for issues to arise from another team slot, power creep aside.
Ultimately it is a short sighted solution, that does not really solve the problem, and comes with more potential issues or counter productive points than it would be beneficial. It also simply seeks to make things easier for the players in the short term, without making any real changes or improvements to the game, or pushing it forward.
I think YamaP intended to have exodia in the buff lineup the entire time. I knew the -atk awakening made no sense on a 10 stone rem these days. the amount of dupe exodia he had makes me think he just refilmed over and over again like we know he did with Final Fantasy.
At least my girl DMG and by proxy Fortress Dragon just became awesome. Thats a better than Gakuen Kio active skill and her awakenings boost team damage rather than make her only good in Shira 3 because the dragon killers. I’m gonna be messing around with gungho LMyr and DMG subs.
Acadmey Kio will probably get buffed at some point to accommodate for the buff they did to DMG, whether it be more orb generation or additional effects. Her stats are overall worse than Kio’s. As far as awakenings go, DMG has three dead awakenings compared to two sometimes dead awakenings for Kio. Kio’s Dragon killers, considering the commonality of dragon typing, will be applicable often enough. Meanwhile DMG has three rows that will almost certainly go unused. It ends up being a choice of whether you want: – a slightly better active, lower stats, no personal damage, a bump up in the damage of other cards (if and when you can make a row in addition to whatever else is needed), and her set of resists.
a slightly worse active, better stats, personal damage (reliant on comboing, ideally being able to consistently hit ten combos), and their resist.
Being able to bump up the teams damage as whole slightly also does not mean better total damage. In VDP scenarios, where the damage of cards without VDP will be nulled and a row is optimal of course, additional team damage will be better, given you do not already cap of course. In every other scenario, it is not inherently better, and is more likely to favor personal damage, although we would need to calc it to know for sure. (Keep in mind that non-combo, stat, or killer based awakenings only apply their multiplier to the match in which they are made. So if you make a row and a VDP, the damage for the two matches are calculated separately and then added together.) Naturally, almost any scenario where you cannot proc a row DMG is worse.
(When it comes to actives, DMG generating more orbs can situationally prove to be a hindrance. Since the orbs are generated in attribute order, and they cannot overwrite any of the types that are being made, you might not end up with enough heal orbs as a result of four extra orbs taking up spots before that.)
It is possible they planned on removing it from the start. It could have also just been there because they were still debating over whether to have it there or not. Since YamaP uses his actual account for these, he might have just happened to roll a bunch of Exodia. I am sure we all have at least one card that we have rolled an exorbitant amount of against all odds. Of course I would certainly not be surprised if they refilmed it to make sure they hit a certain predicided criteria.