And here I thought this one was never coming back.

It’s been a while since this event made its debut – the first gacha dropped at the end of November in 2017.

As with all other reprints, there’s almost certainly going to be a new event launched off the back of it: if you’re on the fence about rolling in it, wait and see if the next event has anything for you.

I always like looking at past gachas, since it helps to give an idea of how much card power levels have increased over time. Let’s take a look and see if these units still pull their weight!

Update: the promised skill upgrade quests have been announced! Check out their upgraded effects here (thanks to u/felixleong for posting). I’ve added to the affected units below, as well as added to the conclusion of the review.

Kijimuna hasn’t aged particularly well – though he will keep himself alive most of the time thanks to ready access to both Blessing and Regeneration (the former for free), he simply doesn’t do enough to justify using him on a team.

Attack Up to allies is nice, and enemies with Gardener, Swimmer, or Creator are common enough that you’ll be able to score some bonus damage a good amount of the time, but that’s the full extent of his skillset – there are better options available for either of these roles.

Evasion from his charge skill is a great defensive ability, but again, not worth using a team slot for – timing a charge skill around a big enemy attack is difficult to pull off.

Update: Bind on missing is really strong, and definitely helps to give Kijimuna purpose as a supporting tank. It’s probably more relevant for his 4★, since blow range will let him miss a lot easier, but both his forms benefit from this buff. For quests that have one or two serious threats (Ibaraki, any evasive unit), it’s going to be great to have him as an option.

You’re not likely to be using his movement ability much, but it can help to accelerate out his Evasion buff if you know you’re going to need it.

Unlike Kijimuna, Asterius is still very much a relevant unit. Though his skillset is relatively simple, all of his abilities are quite strong.

Crit+ remains one of the stronger offensive buffs in the game, and every other skill that grants it is tied to phase start (and often a 5★ unit). At a 56% activation chance on movement, this is a great offensive skill.

His LB1 and 2 skills work well together to give him pretty strong survivability – Blessing should keep him alive until he can trigger Defence Up (which lasts for 4 turns!), at which point you should be able to out-heal most damage coming your way. It helps that you’ve probably killed a good chunk of the threats.

His LB3 is icing on the cake – extending the Crit buff to allies (particularly shot/magic range ones) is often enough to clear the board, and scales up nicely when Asterius is hitting more units.

Break from his charge skill is great regardless of level: defensively, it allows you to regroup out of enemy attack range, and offensively, it lets your team do a chunk more damage.

It’s also worth noting that his Default skill can trigger in conjunction with his charge.

Support units need to do a lot to be relevant these days, and I’m not convinced that Triton quite makes the cut.

Removing buffs and suppressing CP gain for enemies is pretty good, though a 40% activation chance means that some buffs/charge skills are still going to get through.

Reflect Debuff, when it’s needed, is really useful, and this is a pretty good way to apply it. Resisting blowback is usually irrelevant.

His LB2 and 3 are both a bit useless. Mentor+ and Swimmer (on his 3 and 4★ forms, respectively) don’t do a whole lot for him, and Ardour/minor HP/CP gain isn’t worth getting hit an average of 3 times for – even if he applied the buff to himself.

Oppression and Blowback is a pretty solid combo off his charge skill. Bonus points that it doesn’t require levelling.

Probably not worth rolling for, but he’s not a dead roll if you do pick him up.

Update: Though his LB2 and 3 are still a bit dead, his LB1 is now significantly improved. Protection is a good defensive buff, and Evasion is a great one; having both of these trigger at decent rates (with After Attacking timing) adds a ton to his defensive capabilities. The upgrade to Reflect Debuff’s trigger rate (it’s now expected to trigger every 2 hits, rather than 3) is also welcome, since that’s a big part of why you’d be running him.

For tougher quests, you’re still going to need to supplement his kit with some healing, but for shorter quests there’s a good chance that he’ll meet your needs by himself.

Note: this unit is already available in the standard gacha.

Tangaroa feels a bit like a more offensive version of Snow, with the Tenacity/heal combo to allies and a decent chance of giving himself Crit.

Unfortunately, in order to not make Snow completely obsolete, they kept Tangaroa’s power down by not letting his defensive abilities extend to himself: while he’s still pretty powerful, he has to be protected a fair bit more.

The flip side of this is that he is capable of dishing out a good amount of damage by himself.

Given his relative fragility, his LB3 is about as useless as it was on Triton, particularly if you’re running Tangaroa as your primary defensive support – if this skill is going off, you’re probably letting him get hit too often.

Double Lock from his charge skill is excellent.

Also, unlike Snow, his 3★ does basically everything that you’d need out of his 5★ form. If you need a budget defensive unit (and don’t have Surtr), he’ll work quite well.

Personally, I prefer to run more specialised units, but Tangaroa is definitely still a viable option if you happen to pull him.

Though perhaps not as flashy as Asterius, Nomad’s event variant is still pretty good.

Giving Guts to self and allies once a phase is solid.

Concentration is both a good offensive boost as well as a slight defensive one (since it boosts the trigger rate of his LB2).

Evasion is pretty strong, especially at 38% chance (including Concentration). The upgrade to this skill is fantastic – it gives you a reason to move him (thanks, LB3) as well as a solid damage boost.

His LB3 is a bit ehh – though moving a square back does put you out of range of the enemy frontline, it does mean you need to get him back into the fight every turn.

Compared to some of the other charge skills in this event, Rev and CP gain is a bit unexciting, but it’s still decent (particularly since you give it to allies!).

Note: this unit is already available in the standard gacha.

Glint and Concentration? Wow. Run him with Amatsumara for that juicy +30% skill activation bonus! (Note: probably not worth doing this, but think of the style points!)

Kurogane has a decent mix of offensive and defensive support abilities with Unction and Weakness.

For his 5★, Adamantine from his LB3 is a good defensive boost (especially in conjunction with his LB1).

Kurogane’s real strength lies in the fact that none of his skills require movement to trigger – he’s a great support option for teams that rely on movement for damage (e.g. Asterius).

Concentration to allies from his charge skill is also pretty nice (though weirdly conflicting with the upgrade to his 5★’s LB3)

Note: this unit is already available in the standard gacha.

Robinson is heavily dependent on getting Barrage from his charge skill – almost to the point where it’s worth running him in conjunction with Volos to guarantee it.

As with Nomad, Guts on phase start is a good defensive ability.

His LB1 is ok (Blessing is a decent heal), but without any other defensive abilities, he’s going to need some other support to stay alive.

His LB2, like all other conditional damage skills, is quite niche (read: not generally worth it)

The combination of his LB3 with his charge skill is probably what makes him worth running – unfortunately, the After Attacking timing coupled with the activation chance of 64% really hurts this skill’s effectiveness. I’m really hoping that this skill gets an upgrade in the near future, since it’s so integral to his kit.

As he currently stands, he’s not in a great position. He’s usable, but you’d much rather get Nomad from this gacha.

Update: The buff to his LB3 does three things: improves his consistency, helps him get into the fight quicker, and lets him hit a little harder. Weakness at 90% is plenty consistent to run (even in an offensive support role); building CP from missing is a good way to get his charge skill (i.e. Barrage) into play.

Throwing concentration into the mix is complicated. Thanks to its short duration, the only way for it to trigger in conjunction with Barrage from his charge skill is for Robinson to hit with his snipe-range charge skill then miss with the follow-up shot-range attack (and for him to not have Concentration active already). Though it’s not impossible, timing this to happen will be a bit tricky.

If you can pull that off, then he gets an attack modifier of about 6x when attacking – given that this isn’t up to chance, this is quite strong.

I’d actually still recommend pairing him with Volos, as it makes timing Barrage with Concentration that much easier, but Robinson is certainly in a much better place than he was.

Side note: Musashi, sharing a skill with Robinson, is now even better than he was.

Overall, most of the units in the gachas are still worth rolling for. Asterius, in particular, remains one of the better damage-dealing 4★ options in the game, and 5★ Kurogane is still a great support. It does sting a bit that half of the units featured are in the normal gacha – I can already tell that rolling for Nomad is going to be painful – but there have definitely been worse lineups.

As always, good luck to those rolling!

Update: With the weakest units in both gachas getting significant buffs, there’s now some serious value in both of them – though we are likely to be getting some exciting new units very shortly, these are probably some of the best gachas in the game right now. The gacha featuring Asterius and Triton in particular stands out to me as particularly good.