Introduction
I'm hesitant to label this one as an "in-depth" analysis, since a lot of these cards don't really have anything interesting to go in-depth about.
Traditionally one of the most trashy seasonal gachas in the game, NY comes back this year with a smattering of new content. Unfortunately, this fails to fix the REM's main problem: almost all the reasonably good pulls are locked behind higher rarities and poor rates. There are only five rolls below the 6* rarity (none of which are especially phenomenal), but together they add up to a staggering 73% pull rate. There's not too much else to say from a gameplay perspective; the NY REM is suuuuuper dated and simply isn't remarkable or worthwhile for most players.
It's disappointing that the rates remain so awful even after three silvers were stripped and tossed into the event dungeon as invades. In case you've missed the message thus far, probably don't roll this thing.
I'm hesitant to label this one as an "in-depth" analysis, since a lot of these cards don't really have anything interesting to go in-depth about.
Traditionally one of the most trashy seasonal gachas in the game, NY comes back this year with a smattering of new content. Unfortunately, this fails to fix the REM's main problem: almost all the reasonably good pulls are locked behind higher rarities and poor rates. There are only five rolls below the 6* rarity (none of which are especially phenomenal), but together they add up to a staggering 73% pull rate. There's not too much else to say from a gameplay perspective; the NY REM is suuuuuper dated and simply isn't remarkable or worthwhile for most players.
It's disappointing that the rates remain so awful even after three silvers were stripped and tossed into the event dungeon as invades. In case you've missed the message thus far, probably don't roll this thing.
Card Ratings and Analyses
You can click on a rarity or a card's name to jump to the corresponding section of analysis. The arrow ↑ at the bottom right of each analysis will take you back up here. Please see this page for an explanation of the rating criteria.
Rate data is provided by GungHo.
* denotes substantial or unique (or both) farming usage.
You can click on a rarity or a card's name to jump to the corresponding section of analysis. The arrow ↑ at the bottom right of each analysis will take you back up here. Please see this page for an explanation of the rating criteria.
Rate data is provided by GungHo.
Rarity
|
Card
|
Roll %
|
Sub
|
Lead
|
Assist
|
Overall
|
14.75%
|
A-
|
C-
|
--
|
B+
|
||
C+
|
D+
|
--
|
C+
|
|||
14.50%
|
C
|
D+
|
C-
|
C
|
||
B-
|
C+
|
B+*
|
B-
|
|||
C+
|
D
|
C
|
C+
|
|||
7.50%
|
C+
|
C
|
B
|
C+
|
||
B+
|
C-
|
B+*
|
B
|
|||
2.00%
|
B-
|
C+
|
B-
|
B-
|
||
A*
|
C-
|
B
|
B+
|
|||
C+
|
C+
|
B
|
B-
|
|||
1.50%
|
B-
|
A
|
B+
|
A-
|
||
A-
|
B
|
B-
|
A-
|
|||
B+
|
B-
|
C-
|
B
|
|||
C
|
C-
|
B
|
B-
|
Tengu [ Sub: A- | Lead: C- | Assist: -- | Overall: B+ ]
HP: 4126 | ATK: 1317 | RCV: 0 | WT: 676 | Physical/Devil
LS: 3x ATK, 2x RCV when HP is 10% or less; survives an attack when HP is reduced to 0 from above 50%. [1/9/4]
AS: This monster becomes the Team Leader. If it uses this skill again, it will change back. [CD: 4]
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Overview. Good but not irreplaceable, NY Tengu is a bit of a convenience roll, as nearly everything about him is identical to regular Tengu. The only difference is a light sub-attribute compared to a dark one, which makes almost no difference anywhere but can occasionally help in farming builds against absorbs or in avoiding getting bound by something like Nordis preemptive. On the other hand, light sub-attribute doesn't help against spawns like Hera-Beorc, and it's plausible you might want regular Tengu on your team to boost the damage of something like Nergigante Hunter, which takes into account the entire team's wood and dark Attack. Still, they're almost equivalent apart from these niche scenarios.
Sub. Really straightforward usage almost everywhere normal Tengu is, as described above. This isn't rated highly because it's irreplaceable, but more because regular Tengu is just good in general, and a cheap clone of a good thing is, well, just as good.
Also, you get to look like a whale if you have like four of them. I guess that counts for something?
Lead. Exceptionally poor outside of the few specific purposes (ex. pairing with Amaterasu) that regular Tengu is known for. The actual multipliers are helpful in even fewer situations and aren't much of a bonus at all.
Assist. Not inheritable, due to 4* rarity. (But would be hilarious if it were!)
Jeanne d'Arc [ Sub: C+ | Lead: D+ | Assist: -- | Overall: C ]
HP: 3002 | ATK: 1556 | RCV: 252 | WT: 695 | Dragon/Attacker
LS: 1.5x ATK & RCV for Dragon & Attacker Type; 2.5x ATK when 6+ combos. [1/14.06/2.25]
AS: Light attack of 10x your ATK to all enemies; 2x team's RCV for 2 turns. [CD: 5]
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Overview. NY Jeanne is a really niche card and pretty subpar for general usage. She is, however, one of the best autoheal sticks in the game in the few situations where that might be desired, so she doesn't get a completely failing score.
Sub. Jeanne combines characteristics that many other autohealers would love to have. Her most direct competitors are Misery and Stormwing Odin Dragon. Though each has its advantages, Jeanne often turns out to be a great choice among these.
Misery's primary claim to fame is more autohealing. Seven autoheals compared to six might not seem like a big difference, but on a team like Kiri, where that extra 1,000 difference in healing is effectively closer to 17,000, that extra autoheal can mean never having to actively heal from a huge hit, adding reliability to your run. Misery also has a generally more useful base active; the poisons often insignificant in the face of autohealing and a shield might be nice to, say, tank a large preemptive as you enter the next floor. Having the shield on a low cooldown is an added bonus. However, when compared to Jeanne, Misery has no SBR and has a pretty useless TPA instead of the second Skill Boost. Both the second Skill Boost and the SBR are a highly important consideration and can make or break builds.
Odin Dragon, on the other hand, is totally different. Unbindability on your autohealing is fantastic and the base active is incredible in a variety of situations (compared to Jeanne's comparatively unimpressive one). Odin Dragon also has enormously more stats, notably HP, and additionally benefits greatly from autoheal latents due to his huge base RCV. However, there's a significant opportunity cost in general to using this Odin Dragon form, as the other Odin Dragon is better for pretty much everything else and neither can be pulled from the REM, and so Jeanne ends up as the vastly more accessible and practical option for most players. And again, as with Misery, her second Skill Boost and SBR give Jeanne the edge over Odin Dragon in a variety of scenarios and make her a really nice autohealer on the whole.
Note that in a non-autohealing context, Jeanne is pretty bad and you probably should not use her.
Lead. You could probably clear Arena 1 with this given the kinds of combo subs with these two typings, but honestly do yourself a favor and just... don't.
Assist. Not inheritable, due to 4* rarity. (You probably wouldn't want to anyways.)
Mitsuki [ Sub: C | Lead: D+ | Assist: C- | Overall: C ]
HP: 2124 | ATK: 1379 | RCV: 592 | WT: 685 | Healer/Attacker
LS: C2.5x HP for Healer Type; 3x ATK when erasing 6+ linked Heal Orbs. [6.25/9/1]
AS: Changes Wood & Dark Orbs to Heal Orbs; other allies' skills charge by 1 turn. [CD: 8]
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Overview. Really underwhelming, especially in terms of her pathetic stats, but not literally unusable. Despite her poor Attack (as an Attacker, no less!), she can serve as a makeshift Machine Killer sub for players who do not yet have access to better options (ex. Machine Goemon). Note that for some reason, unlike regular Mitsuki, she isn't unbindable and doesn't have a bind clear active.
Sub. NY Mitsuki is only really usable for her Machine Killer. She really fails to bring much to the table otherwise, and her absolutely horrendous HP in particular preculdes her use as a legitimate option on more advanced teams or in more difficult dungeons.
Lead. You can, in theory, grind through a disappointingly large amount of content with this HP multiplier. You can, in theory, also throw your phone in the river and never play PAD again. The second is almost a better idea than the first. Just because something is possible doesn't mean that it should be done.
In case you missed the message: don't lead with this.
Assist. Typically not worth inheriting. Heart making and haste is an interesting combination of effects, but this active just doesn't pack enough offensive presence. A Heroes-style active, such as Awoken Yamato, will frequently accomplish more overall, being strong in both offense and defense.
Spica [ Sub: B- | Lead: C+ | Assist: B+* | Overall: B- ]
HP: 3220 | ATK: 1585 | RCV: 333 | WT: 750 | Machine/God
LS: 1.3x ATK & RCV for God & Machine Type; 5x ATK for matched Att. when erasing 5 Orbs with 1+ enhance. [1/42.25/1.69]
AS: Change left-most column to Light, right-most column to Wood Orbs; other allies' skills charge by 1 turn. [CD: 8]
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Overview. One of the better low-star rolls, the ever-charming Spica is very analogous to Castor & Pollux, offering completely parallel awakenings and a similar stat distribution. She has acceptable, though not mind-blowing, uses as both sub and assist.
Sub. If you lack the best subs, Spica is usable on Rushana for her combination of awakenings and active. Just like Castor & Pollux, she is also a way for Light Hera Dragon teams to cover their SBR problem. She is usable in some other places -- L/G color coverage is uncommon, for instance -- but very middling stats and a lack of any substantial team utility definitely limit her potential.
NY Spica can also be used on some interesting meme system teams, though if you have four NY Spica in the first place there's a reasonably good chance you don't need a guide to tell you whether to roll or what kind of meme system teams to run her on.
Lead. Workable but unimpressive. On the one hand, NY Spica benefits greatly over Castor & Pollux as a lead due to her ability to sub things like Ragnarok Dragon. On the other hand, Ragnarok Dragon itself is a much better lead and if you have the ability to finish his last form, you almost certainly did it using a better lead than this.
Assist. This is really nice on Zeus Verse farming teams. One of the columns can be unmatched simply by moving the middle orb towards the center of the board, giving this one active the power to sweep two floors. Verse himself can make use of the light orbs, and something like Shazel can use the wood to sweep a powerful Devil floor.
This active is also acceptable as an inherit on something like Rushana. Though not as powerful as something like Sylvie, NY Spica is vastly more accessible (especially after the REM rehaul) as she is not a six-star GFE and has very high rates as free roll (roughly 1/7 of players will free roll one). More generally, on any team that can make use of both these colors, this active adds a respectable amount of damage on a reasonable cooldown.
Hanzo [ Sub: C+ | Lead: D- | Assist: C | Overall: C+ ]
HP: 2089 | ATK: 1898 | RCV: 480 | WT: 748 | Attacker/Devil
LS: 1.5x HP, 1.5x RCV, and 2x ATK for Attacker Type. [2.25/4/2.25]
AS: Changes Fire Orbs to Light Orbs. [CD: 5]
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Overview. Hanzo has some clear perks (Dragon Killer, two Skill Boosts, fairly unique active) and some equally clear disadvantages (horrible HP, overall low-impact active though unique). Most cards with useful Killers can end up useful somewhere, especially for newer players. Owing to his very bad HP, though, Hanzo doesn't scale too well into content beyond Arena 1.
Sub. As described above, Hanzo is an acceptable sub for newer players and the Dragon Killer will make plenty of tasks easier. His effectiveness will fall off very quickly, though, as his massive liability of an HP stat becomes evident in any kind of reasonably tough content.
Despite his combination of Skill Boosts, low cooldown active, and Dragon Killer, Hanzo isn't even very usable on most farming teams, as Tsubaki makes for a much better inherit base, is on-color for a powerful farming archetype, and is simply better overall. Hanzo does have one or two very niche farming uses (such as buttoning 0-stamina Legendary Earth, though this event has never actually come back), but his applicability is so narrow that he's still not worth it.
Lead. This is just awful. I can't even think of anything clever to say about 2.25/4/2.25. Pixel your starter dragon or something and don't lead with this.
Assist. Single orb changes make for poor inherits in the vast majority of situations, since they are generally about as impactful and reliable as their cooldown indicates. Hanzo's orb change, though fairly unique (in some instances, you might benefit from comboing it with an Ilm board), is objectively low impact. Teams that rely on both light and fire orbs are also comparatively common, further putting a damper on his potential usage. Furthermore, it's strictly inferior to Wedding Akechi. Overall, a lackluster inherit, but still usable due to the semi-unique color change if it happens to be what your team needs (perhaps you want a damage + FUA board by using Saria into Hanzo, for instance).
Leilan [ Sub: C+ | Lead: C | Assist: B | Overall: C+ ]
HP: 3335 | ATK: 1577 | RCV: 302 | WT: 749 | God/Dragon
LS: 3.5x ATK when matching any 3 of Fire, Wood, Light or Heal Orbs; 2x ATK for matched Att. when erasing 5 Orbs with 1+ enhanced. [1/49/1]
AS: Changes all Orbs to Fire, Light & Wood Orbs. [CD: 8]
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Overview. In her fire form, this card is basically completely inferior to Revo Leilan, falling behind in stats, active, leader skill, everything. There aren't many places where you'd need a red OE stick like this who otherwise brings very little to a team. Furthermore, her weighted stat total is absolutely disappointing given her rarity, betraying her status as a very old card.
The color-swapped light form shown above, though, is a bit more interesting by virtue of both a color in which the card thrives more, and due to actually having a SBR, which the fire form notably lacks. This actually makes Leilan the only evolved holiday Chinese girl to have a SBR, which, while not exactly a claim to fame, does make her modestly usable. She will of course always face competition from the amazing Paimon as an OE stick, but does perform comparatively better than her red counterpart.
Sub. Neither form is really great anywhere. This is due in large part to the aforementioned terrible weighted stats for a collab roll of this rarity. The red form has no place on most teams, as red leaders other than Enra are currently quite poor and Enra simply doesn't need something like this. Red-focused combo teams (ex. Blue Hunter with Enras) will also not benefit from an OE stick and would much more greatly appreciate an additional damaging sub with good stats and a strong individual damage contribution. The light form fares slightly better and is usable on teams such as Light Hera Dragon, though is still rarely the best option.
Lead. Both forms of NY Leilan have the same mediocre leader skill. 49x on a sparkle with no associated tankiness is simply too crappy in today's game, and only newer players will really get any use out of this. One small plus to newer players is that the lead brings so many OEs that they will not have to search elsewhere for them and can freely teambuild or explore non-mirror leader pairings. Ultimately this is still a consolation prize, as her leader skill is still... poor. (At least it's better than Hanzo's.)
Assist. A normal Leilan board. Tricolors are always solid actives to have around, even without any additional effect, and this is no exception. For a long time this was my only Leilan board, and so she actually saw a fair amount of usage due to that alone. NY Leilan's active is probably the most generally useful part of her.
Ame no Uzume [ Sub: A-* | Lead: C- | Assist: B+* | Overall: B ]
HP: 3545 | ATK: 1605 | RCV: 241 | WT: 755 | God/Balance
LS: 1.5x HP & ATK for God & Balanced Type; 5x ATK for Light Att. when HP is 80% or more. [2.25/56.25/1]
AS: Reduces Bind Status & Awoken Skill Bind by 4 turns; Deals 100000 fixed damage to an enemy 5 times. [CD: 12]
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Overview. Well, her stats are almost as bad as Leilan's until you see the two Multi Boosts. This card is interesting and sort of quirky.
Sub. Two Multi Boosts and reasonable base stats makes NY Ame a decent stat stick for light teams. Her awakenings, however, leave a bit to be desired for regular gameplay, as she does not have SBR or row bind clear. Add in a base active that's long but average at best, and you've got yourself a statistically strong yet unremarkable sub. She does, however, excel on farming teams, as described below.
Lead. This would have been great in February 2016. It is now February 2018. I'm unimpressed.
Assist. The multi-nuke portion of the active has no substantial utility as of yet, beyond some fairly simplistic functions such as buttoning the Super King floor of rogues. (Legiana Hunter also works for this purpose and is much easier to get, if you've made her.) Until we get a truly good use for multi-nuke actives (and no, this is not a good use), this means that the multi-nuke essentially amounts to a giant chunk of tacked on cooldown that is useless for almost all practical purposes on an otherwise sorta okay bind clear active (though four turns of awoken bind clear is mildly underwhelming still). On the other hand, this does have a niche as the only bind clear + true damage in NA that can hit multiple targets, and so might find some very niche usages (such as against Amaterasu TAMADRA where she appears in a few descends), though note that the multi-nuke animation is extremely slow (which is partially compensated for by how fun it is to watch, at least the first couple of times).
Farming. A double Multi Boost card's most direct utility is typically going to be in button farming with nuke actives, and so Attack is one of the first things to be considered for this purpose. Unfortunately, NY Ame is noticeably weaker than Christmas Solais, her most direct competitor. The difference in Attack stats is of course magnified even further by two Multi Boost awakenings, leading to a significantly weaker button base overall as far as damage is concerned. NY Ame, with 5050 Attack after latents and hypermax, is closer in power to regular Solais (4748) than Christmas Solais (5675).
However, damage is frequently not the only consideration. Considering the rest of their awakening lineup, NY Ame does have one thing over Christmas Solais: a second Skill Boost. Despite Ame's much longer base active, an inherited Grimmjow is just 18 turns, which is acceptable for farming teams, and the second Skill Boost does provide significant team-wide utility and can absolutely make or break a farming build. On the whole, neither ends up being a generally better choice (and it's worth noting that Ame still has higher damage than all the traditional single Multi Boost buttons, with the possible exception of Nergigante Hunter). Christmas Solais has huge potential for new uses, new button targets, and new builds, due to her considerably higher Attack overall and huge nuke damage. NY Ame, on the other hand, unlocks different sorts of potential in a different way -- that second Skill Boost.
The release of the farmable Nergigante Hunter, also a potentially very powerful button with two Skill Boosts, does make Ame less powerful and unique contextually. However, for more casual farmers, players who do not wish to invest in a high number of Nergigante Hunters, or dungeons where said Hunter would be a liability to teambuilding flexibility, Ame is still extremely powerful. Remember that she is stronger than regular Solais and has a second Skill Boost over her.
Do be aware of NY Ame's much higher cooldown, though, as 12 turns is nontrivial to inherit anything more than a Grimmjow or a Vritra over. In a farming context, especially with Ame's second Skill Boost, this should not represent an issue most of the time, but is a weakness that still must be acknowledged.
Horus [ Sub: B- | Lead: C+ | Assist: B- | Overall: B- ]
HP: 3255 | ATK: 1874 | RCV: 150 | WT: 750 | God/Attacker
LS: 4x ATK when 4 color attack at once, 4.5x ATK when 5 color; 2.5x ATK for matched Att. when erasing 5 Orbs with 1+ enhanced. [1/126.56/1]
AS: Enhance all Orbs; other allies' skills charge by 1 turn. [CD: 7]
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Overview. Eeee, Eeeeeee!
Sub. It's kind of shocking that even cards this high up in rarity can have such proportionally bad weighted stats. This is a strange case, because on the one hand, Multi Boost is definitely a mitigating factor and can make up for poor stats to some extent, giving Horus actually very respectable weighted afterwards along with a decent distribution.
This is where it gets tricky, though. One reason to use NY Horus is his lineup of pretty good Super Awakenings, including a second Skill Boost+, effectively giving him four Skill Boosts. 7c isn't too shabby either. So what's the problem? Well, Super Awakenings are solo only, so taking advantage of any of them involves giving up the awakening that gives Horus a non-trash stat lineup. It's an odd design choice on GungHo's part to end up making a card that can never really reach the full extent of its power. If NY Horus could have both Multi Boost and four effective Skill Boosts, he'd probably be totally phenomenal. Unfortunately, as it is now, he really fails to shine anywhere and doesn't offer anything exceptional.
Lead. This isn't as bad as some of the other garbage we've seen in this collab so far, but it's just really outdated. There's absolutely no way in which this stands up to the likes of Iori, and simply provides too little rewards for the effort it takes to activate. Fun, though.
Assist. Full board enhances are useful primarily in farming situations, as they are typically either not high impact enough or not efficient enough to be worth a slot on a regular team. This one has a reasonably low cooldown and potentially beneficial secondary effect, and so is an acceptable choice for such an active.
Yamato [ Sub: A-* | Lead: C- | Assist: B | Overall: A-* ]
HP: 3473 | ATK: 1301 | RCV: 428 | WT: 750 | God/Dragon
LS: 1.5x ATK & RCV for Dragon Type; 2x ATK when clearing 4 connected Fire or Light Orbs, max to 4x (8+ connected Orbs). [1/36/2.25]
AS: Change Wood Orbs to Fire, Dark Orbs to Heal; enhance Heal Orbs' power. [CD: 8]
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Overview. Though the stat lineup initially looks about as miserable as any of the other rolls in this machine, NY Yamato is actually respectable as a red farming sub. He isn't good enough proportional to its rarity that most players, even farmers, should be specifically rolling for him, but does manage to pull his weight and shine in farming setups due to his third skill boost.
Note that the Super Awakenings will not generally be incredibly impactful as you will almost be using this card in coop and so, without Multi Boost, Tsubaki does the double Dragon Killer thing much better. The other Super Awakenings are nice but not notable.
Sub. Again, a solid red farming sub. Yamato can make a substantial damage contribution on a fire farming team, even if he's not quite as powerful as Tsubaki. The real selling point, though, is his three Skill Boosts. Having a strong on-color option for Skill Boosts is uncommon for fire teams, and is one reason that unawoken Yamato is in reasonably high demand. NY Yamato manages to outshine this in most ways by carrying three Skill Boosts as well but having more damage, even to non-Dragons, despite the loss of fire sub-attribute. NY Yamato, just like his pantheon counterpart, is on-type for the most accessible red lead, Glavenus Hunter.
Does any of this make him necessary? No, not significantly more than regular Yamato can be considered to be "necessary" (and he's not). Again, this isn't good enough to be rolling for and isn't gamebreaking (certainly not as much as, say, Glavenus Hunter herself was) but is quite nice to have around as a farming option in case you did manage to roll him.
Yamato is moderately usable as a sub non-farming teams, but he is definitely not as standout for this and there's a good chance that what you'd actually want or benefit more from is Tsubaki herself.
Lead. Definitely not what you want to be using him for. Please just use the pixel starters instead if you're considering this. Pixel Tyrannos is better than this, I promise.
Assist. Same as regular unawoken Yamato, this is a viable inherit where the dual duty is helpful, such as on an Enra or Diara team. Nothing too special or nuanced here.
Khepri [ Sub: C+ | Lead: C+ | Assist: B | Overall: B- ]
HP: 3630 | ATK: 2003 | RCV: 273 | WT: 854 | God/Attacker
LS: No skyfall combos; 4x ATK when 4+ colors attack at once; 4x ATK if board is left with less than 7 orbs after matching. [1/256/1]
AS: Add 2 combos for 1 turn; extend time to move Orbs by 2 secs for 1 turn. [CD: 12]
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Overview. Is the first card we've looked at with more than 750 or so weighted? I think it might be. Man, screw this REM.
Sub. An okay stat lineup and nice supportive awakenings are the nice features of our favorite dung beetle goddess. A total of +10% team HP and three handy Time Extend awakenings can definitely have their uses. She fails to bring much to the table otherwise, though. There are more meaningful ways get Time Extends, and Khepri doesn't bring any truly useful utility awakenings (such as bind clear or FUA). Furthermore, she has no offensive awakenings and very unremarkable latent killer options, limiting the actual usability of her good Attack stat. The net result is that Khepri is almost a good sub, but lacks any kind of truly coherent identity or defining features to make her shine on any particular kind of team. Here's to a round of buffs the next time this machine comes back.
Lead. Most of the time, Awoken Raphael is by far the best choice for leader skills like this. NY Khepri, though, is mildly interesting in that she does manage to strike a balance between decent power and decent usability, as her orbs-remaining count is much easier to achieve than Raphael's. Still, leader skills like this aren't truly plausible without some kind of tank multiplier and this is no exception.
Assist. This is identical to normal Khepri's active and is a fairly average, unremarkable +2c. Usable, straightforward, and not particularly standout, just like a lot of the other stuff in this machine.
Kamimusubi [ Sub: B- | Lead: A | Assist: B+ | Overall: A- ]
HP: 4238 | ATK: 1885 | RCV: 338 | WT: 913 | God/Balance
LS: 5x ATK when HP is 80% or more, 2.5x ATK when HP is 79% or less; 3.5x ATK, 25% reduced damage when Fire & Light attack at once. [1/306.25/1, 43.75% shield]
AS: Change bottom-most row to Heal Orbs; recovers 30% of max HP; recovers Bind state by 3 turns. [CD: 7]
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Overview. This card probably reminds you of regular Kamimusubi. The leader skills are highly similar, of course, but if you look closely, many small differences start to be apparent in how these cards function. Ultimately, neither ends up being unequivocally better than the other (though Super FUA is, as always, bizarre and a bit awkward) and it does come down to what kind of box you have.
Sub. If there's somewhere you want red Super FUA, utility, and fire rows, this is actually pretty strong.
... unfortunately, that's basically nowhere meaningful these days. This is honestly a shame, since I would legitimately like her awakening setup a lot if it were, you know, at all relevant. She ultimately ends up being one of those subs that's not bad on paper but lacks a good home in practice. Maybe someday rows will come back and red will have more than like two decent leaders.
Lead. Though obviously powerful, many players are having a hard time evaluating exactly how good NY Kami's leader skill really is. On the one hand, her subpool is extensive, and GungHo has been forever pushing fire/light archetypes. Currently, light also has some of the best subs in the game, with cards like Yuna capable of tearing many competitors to pieces, and generally has superior -- or at least vastly more diverse -- pixel options as well. (Omega Rugal offsets this slightly, being both powerful and farmable, but is still only one additional option compared to the like six that light has.)
On the flip side, and I think this is what confuses many players, NY Kamimusubi seems to lack a clear identity, or at least a coherently powerful one. Extremely easy activation and the immediate parallel to regular Kami imply the same combo-oriented playstyle that minimizes orb hunger and maximizes reliability. GungHo's choice to give a handful of fire rows and a Super FUA, though, is fundamentally confusing. Again, this is obviously a good leader, but how are we supposed to be playing her?
I've given this a bunch of thought and have arrived at two conclusions:
- Ignore the fire rows entirely. (To a lesser extent, ignore the Super FUA as well.) Normally, there's nothing inherently wrong about playing a two-color activation leader with a row focus, as it's not overwhelmingly hard to get orbs and this damage multiplier in particular is enormous. The factor that ultimately limits the plausibility of running this as a fire row lead is the HP conditional. There's no good way to stall for six fire orbs, and so activation that would ordinarily be just slightly inconvenient is now almost entirely implausible. Additionally, you'll find that if you build for rows, you'll get substantially overkill damage when actually matching the row, but not quite enough if you simply combo with three fires. (If you really want to use Super FUA, it's not the absolute worst on NY Kami specifically because she has significant heart generation on a very low cooldown. Finding a regular FUA for your team is still proably a better bet overall though.)
- Don't run this as a red lead if your box can't support it. It's okay to go off-color. Just as regular Kami is often run with wood subs due to the power of cards like Ragnarok Dragon and Green Ney, it's perfectly viable to run NY Kami with some light subs if that is what your box is suited for.
It's worth noting that Mai Shiranui (4089), from the King of Fighters collab, is a great 7x6 pairing option for NY Kami, as in addition to boosting all the right colors, her very short active can be easily inherited over (perhaps with an impactful board change or full heal). This alone gives her a huge edge over the ubiquitous Diablos.
Assist. You know, when I first heard about NY Kamimusubi I thought the active was going to be as ridiculously specialized as normal Kami's and therefore not be worth inheriting at all anywhere, but this pleasantly surprised me. It's still pretty specialized, don't get me wrong, but there are actually plausible uses for this outside of Kami herself.
For instance, this active is an exceptionally clean way to generate six hearts for Yog kill teams in 3P UDR to make either a FUA or a 3x3 block with. Yog is, of course, most afraid of taking unrecoverable damage before the boss floor, and occasionally, whether due to a lack of communication, player error, or simply bad luck, you'll be put in a position where you have 30% HP and only one Yog active available on the boss floor. Traditionally, this has a pretty good chance of leading to your death or the death of your partners (or both). With Kami as your heart maker, though, you get a powerful 30% heal on top, significantly reducing the threat of this scenario and enabling you to possibly use a Yog active more flexibly on earlier floors, increasing the reliability and flexibility of your team.
This is of course a really specific example, but the idea is there. Because this active's cooldown is so low and its secondary effects are so much more impactful than ordinary Kami's strange enhanced orb skyfall buff, it's a viable way to deal with some of the challenges that a HP conditional team might face.
Tsukuyomi [ Sub: A- | Lead: B | Assist: B- | Overall: A- ]
HP: 4572 | ATK: 1736 | RCV: 325 | WT: 912 | God/Balance
LS: 4x ATK for matched Att. when erasing 5 Orbs with 1+ enhanced; 3x ATK & 25% reduced damage when 6+ combos. [1/144/1, 43.75% shield]
AS: Enhance all Orbs' power; Increase time to move Orbs by 5 secs for 3 turns. [CD: 8]
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Overview. NY Yomi was one of the game's first 7c cards when she was released last year. How times have changed since then! She's still pretty good currently with her new ultimate evolution, but is much less unique than she was upon initial release.
Sub. Light now has another double 7c sub for its already massive collection! She's nothing gamebreaking or irreplaceable, but that doesn't make her bad at all. Her Balance typing further augments her role as a damage threat by allowing her to take any kind of latent killer. It's worth noting as well that while her damage isn't top of the line, she has the best HP of any double 7c light card in NA except for Light Ney, and if this is a priority she is a serious consideration over something squishier like Tachibana or Yuna.
Yomi's main weakness is that she doesn't specifically do anything particularly well and isn't the best at anything. While this is a non-issue for players who have limited access to top-tier sub options, players who do have more fleshed out boxes will often find that Yuna provides more damage and healing, Tachibana has a stellar base active, Light Cotton has FUA, Light Ideal trades TE for being standout in every other way, etc. Being well-rounded in PAD is not always beneficial. Still, on the whole Yomi is a great sub for light-focused combo teams and most players should be happy to roll her.
Lead. NY Yomi's leader skill combines a combo-friendly playstyle with straightforward activation and a respectable shield. For a variety of reasons, sparkle leads are not preferred in truly difficult content; that said, this is one of the better ones out there. This will never be a stronger leader skill than the likes of Blue Hunter in coop, but for content that's not the very top of the line it's a perfectly viable and fun option. Prioritize subs with Time Extend and 7c, since your leads will already be bringing sufficient amounts of OE. Unconditional teambuilding and ease of use give NY Yomi a great deal of flexibility as well. Ultimately, while she isn't the most powerful of leaders, she's cute, fun, and easily viable enough to plow through all but the hardest dungeons.
Assist. As with NY Horus above, a perfectly average enhance active. Nothing too much to discuss here, though it does happen to work well with her leader skill.
Kanna [ Sub: B+ | Lead: B- | Assist: C- | Overall: B ]
HP: 4078 | ATK: 2100 | RCV: 403 | WT: 962 | Dragon/God
LS: 4x ATK & 1.5x RCV for Dragon & God Type; 2x ATK & 50% reduced damage when matching a Heart cross. [1/64/2.25, 75% shield]
AS: 2x ATK for God & Dragon Type for 2 turns; Other allies' skills charge by 1 turn. [CD: 10]
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Overview. NY Kanna's quite an old card, but she's managed to age relatively well compared to certain other old collab rolls. Her upcoming Super Awakenings really enhance her viability and help give her a more unique identity, either as a five-TPA powerhouse of a sniper or as a still solid FUA option. This isn't to say she's necessarily great or worth rolling for, but she's usable if you do happen to get her.
Sub. Kanna's sub usage is really quite straightforward: do massive damage with TPAs. Her Super Awakenings represent more interesting but equally straightforward choices: do you want even more damage or do you want team utility? Once upon a time, this was one of the most desired subs in the game for both Myr and Ra Dragon teams. Today, the TPAs are, of course, slightly out of season, but this doesn't mean that a sufficiently powerful TPA card isn't usable in the right situation (for instance, a 7x6 combo team can accommodate TPAs without too much additional effort, and Kanna would be able to pull her weight nicely here). There's not much else to discuss here.
Lead. Kanna's effective tankiness here is substantial, and we have seen time and time again that tanky leads with slightly poorer damage multipliers can grind through surprisingly difficult content simply by not dying. Two factors hold Kanna back, though: typing requirement and heart cross matching. The tank multiplier is great; the unreliability of the tank multiplier is not. Heart cross was fine back in Myr era, back when it was overwhelmingly the most powerful mechanic and thus worthwhile to try to compensate for that inherent unreliability. Now, there are simply better options. Even though this leader skill is easily viable through Arena 3 (especially if you're lucky enough to have a reliable Christmas Ilmina friend to pair with), it's probably not worth your time unless you really miss the heart cross meta.
Assist. While it technically has a useful effect, this active is honestly quite pathetic for 10 turns and should not be considered for usage on any serious team unless it is your only option.
Amaterasu [ Sub: C | Lead: C- | Assist: B- | Overall: C ]
HP: 3821 | ATK: 1011 | RCV: 682 | WT: 811 | God/Healer
LS: 9x ATK for Healer Type when HP is full, 3x when HP is 99% or less; heals 10x RCV in HP when matching Orbs. [1/81/1]
AS: Recover 40% of your max HP & bind state by 4 turns; other allies' skills charge by 1 turn. [CD: 8]
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Overview. Even after her buff, NY Amaterasu is still a really disappointing card without any serious or practical use. Her new leader skill and revamped awakening lineup make her... better, technically, but don't really fix any of her main problems, most of which revolve around being useless. At least the active is passable.
Also, don't buy this. Please.
Sub. This is technically usable if you need a bind cleric or a Devil Killer, but her stat distribution is so wonky that she's unlikely to ever actually contribute much to your team. She somehow has worse Attack than Revo Amaterasu and doesn't even have TPAs, so it's all just kind of a wash. While it's true that not every card on a team necessarily needs a large damage contribution, it's also important that the relatively weaker cards actually do something substantial in terms of support or utility, and NY Ama just doesn't accomplish this. Even her Super Awakenings are decidedly disappointing and all lack general usability.
Lead. Two words: Zeus Verse. Or better yet, don't run 100% HP conditional leads for any sort of serious content. Problem solved.
Assist. This is a reasonably okay bind clear active and is usable especially on HP conditional teams. A button-press heal can actually be a life-saving effect in a variety of situations, though is obviously not something you should be aiming to build a team around (unless, again, your team is HP conditional). Additionally, the lack of awoken bind clear really holds the active back; they could at least have tossed that in as part of the buff. Ah well.
Summary
I wish there were something clever to say here, but I don't think there is. Nothing in this REM, even after new additions and changes, is particularly worth the stone investment unless you get unbelievably lucky, and most of the monsters range from mediocre to terrible. This is one of the most lackluster machines in recent history and a definite skip for most players.
I wish there were something clever to say here, but I don't think there is. Nothing in this REM, even after new additions and changes, is particularly worth the stone investment unless you get unbelievably lucky, and most of the monsters range from mediocre to terrible. This is one of the most lackluster machines in recent history and a definite skip for most players.
Ame for RLB Farm? Not sure if there are any good pairings with HP multipliers, but unbindability and applicability to RLB/Dios is maybe nice for a alternative farm pairing...
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