June Bride returns again with even more pretty waifus! Are you excited to bring home some new waifus? Wonder if your waifus will aid you in puzzling? Tune in to find out!

8★

Rushana



Lv.99 +297 HP 4567 5557 ATK 1728 2223 RCV 602 899 [4589] Rushana

God / Balanced Active Skill : Recover 40% of Max HP; Change top most row to Wood orbs (7 max CD) Leader Skill :[7×6 Board] Increase orb movement time by 5 seconds; 2.5x ATK when clearing each Water, Wood or Light orbs in cross formation

As a leader

Rushana’s leader skill is just a reprint of Allatu but her pairing options are more flexible. If you want to have durability you can pair it with Regular Rushana and if you want to have sustainability you can pair with Odindra .

As a leader by herself she provides great scaling and very high damage potential. However damage is really the only thing she provides, she doesn’t provide any HP or RCV multiplier nor shields and not having those really lowers her consistency by far since you will not be able to stall easily or tank as many hits. The extra 5 second will make her shine greatly in no awoken skill dungeons but no awoken skill hasn’t been appearing much. Only so rarely do we get a monthly challenge with no awoken skill C9/C10, so it will only come in handy every once in a blue moon.

As a 7×6 board leader, many will think of using her as a leader to swap out using active skills from Rii or Macha but compare to other popular option such as Shazel and Ma Chao she is less favored because the lack of RCV multiplier makes stalling much harder.

Overall you will probably only use her as a pairing with another cross style leader because that’s the only thing that she does better than other 7×6 board leader. However the use case is not vast so she most likely will only be used for fun and perhaps some suitable challenges.

As a sub

She will be decently useful on farm teams due to her skill boosts , VDP and relatively short cooldown. Her balanced typing alongside VDP makes her very flexible and she does have higher attack than her peers which roughly sums up to 15% more damage than Pixel Bartz and about 25% more damage than Pixel Brachy . She will definitely be useful for a lot of farming teams but it is just luxury sub and she will often be replaceable by others.

Raijin



Lv.99 +297 HP 4985 5975 ATK 2033 2528 RCV 23 320 [4588] Raijin

God / Attacker Active Skill : No Skyfall for 1 turn; Unlock all orbs; Change orbs to RBGLD + Heal orbs (7 max CD) Leader Skill :[No Skyfall] 6x ATK for Attacker type; 4x ATK when attacking with 5 colors (4 colors + heal)

As a leader

Typical glass cannon with no shield or HP multiplier but a very high multiplier of 576x. To be quite honest this might be the level of multiplier that rainbow team will need to be comparable to something like Yusuke . While Yusuke has only 225x he can make use of bicolor boards to increase damage ouput whereas rainbow teams are limited due to orb supply being distributed across multiple colors.

Raijin has very good scaling that you can utilize against all the damage absorb shield in A3 especially when you tailor your team around TPA and [No Skyfall] from her leader skill will further strengthens the ability to damage control. She has the multiplier to demolish anything but the lack of protective mechanic makes her unforgiving when players make mistakes.

Her typing restriction puts her in a very bad place because attackers have poor HP and without any protective measures she will be punished heavily if you ever make mistakes. Aside from the HP problem you will also have problem finding synergistic cards that support the leader skill.

Overall the her value as a leader is ruined due to the lack of good subs and lack of protective mechanic, she will unlikely be used anywhere but given the right team you can still clear A3 with her easily.

As a sub

She shares the same problem as Alphonse that often times her active skill will not provide enough orbs to activate FUA . That problem can easily be solved by inheriting over another board, and worst scenario you can still utilize the No Skyfall part of the active skill and damage control without needing to utilize FUA .

Her typing gives her very awkward killers that aren’t exactly helpful in A3, A4 or AA, but in A3 and A4 her awakening set should already provide you enough damage. In AA it will depend on how tolerate the rest of your team is.

Overall I would run her just for the decent HP she provides given I have no better choice, she is good enough for most context but cannot be specialized for anything and is just too much of a luxury.

Eschamali



Lv.99 +297 Lv.110+297 HP 4505 5494 5946 ATK 2055 2550 2756 RCV 413 710 751 [3789] Eschamali

Machine / God

Super Awakening : Active Skill : Changes Wood, Heal, Jammer & Poison Orbs to Light Orbs; Light Orbs more likely to appear for 4 turns (10 max CD) Leader Skill : 1.5x HP, 3x ATK for God & Machine Type; 4x ATK for matched Att. when erasing 5 Orbs with 1+ enhanced

As a leader

Sparkle leaders with decent multiplier(81x or more) such as YomiDra , B Escha or Nergigante were often used to farm A1 and L Escha was no exception. The active skill can supply a large amount of light orbs over 5 turns which makes going through A1 fast and easy since a match of 5 will kill off most of the spawns. Sparkle leaders had the history of having hard time generating damage due to not having syngeristic awakenings but now we do have a lot more options .

One thing to note about Eschamali is that the x14 from both leaders adds up to about 65% boost to damage from the rest of the team.

Depending on the dungeon you’re running you may want to tackle the problem of no RCV multiplier. One of the option is to pair with NY Yomi , her shield from comboing will greatly help against gravities but just keep in mind that needing to combo is rather annoying compared to just making one combo of 5 orbs. If you think making more combos is annoying then you can resort to pairing with Nergigante . The HP conditional shield helps greatly on reducing damage taken and most importantly the multiplier does not come from comboing, so that way you can continue on with your brainless one comboing.

Overall she can do A3 just fine, but there are too much hazard mechanics in A4 and AA that will ruin teams that operate based on enhanced orbs, so you will unlikely see her played anywhere else other than A1 farms.

As a sub

She is a good sub if you are focusing on damage, as she provides a nice damage boost of around 30% for the team, but because of her lack of utility other units are priotitized over her.

Her active synergize greatly with sparkle leads that just want to operate base off of skyfall on orb supply, but beyond that she will not provide much.

Overall she’s a capable sub but she does not provide anything distincitve, she’s just a OE stick that provides some damage and orb supply, nothing else.

Scheat



Lv.99 +297 Lv.110+297 HP 5555 6545 7101 ATK 1453 1948 2093 RCV 460 757 803 [4587] Scheat

Machine / God

Super Awakening : Active Skill : Change left-most column to Light, right-most column to Heal Orbs; Light Orbs more likely to appear by 15% for 4 turns (10 max CD) Leader Skill : 1.5x HP and 3x ATK for God & Machine Type; 2.5x ATK when 2 Light combos, 3.5x when 3+ combos

As a leader

Her leader skill is much more demanding than Yog in terms of orb supply and yet the multiplier isn’t even as rewarding. The design seems to be that you can rely on chaining the actives from both leaders for orb supply but by doing so it locks 2 of your actives away and even then you’re still not guaranteed to have full activation.

Her lack of SBR awakening also restricts team building.

Overall she is just too inconsistent and orb reliant to be a proper leader.

As a sub

She has incredibly high attack for a card with 5 and she even has another TPA to tag on from super awakenings. If you inherit an equip with TPA awakening onto her she will be able to output significant damage by just matching one TPA. For example Scheat with TPA equip and TPA super awakening on double Zeus Verse team will be able to output over 10m damage by just matching with one combo. It is likely that she will be utilized in some sort of speed farm or even future ranking dungeons.

Her active is also decent since it guarantees FUA and provides aid in supply of light orbs for another 4 turns. You will unlikely inherit this skill unless there’s a certain board that you are going to make since board changers are more useful.

Overall she’s a niche subs in most situation just because the amount of damage she does as a TPA sub is too high and the merit to TPA is mainly damage control, but there are no other cards that can really match her output to make the team’s damage output balanced.

7★

Satsuki



Lv.99 +297 HP 4005 4995 ATK 1703 2198 RCV 146 443 [2951] Satsuki

Dragon / Attacker Active Skill : Changes Jammer, Water & Poison Orbs to Light Orbs; Other allies’ skills charge by 1 turn (7 max CD) Leader Skill : 3.5x ATK, 1.5x RCV for Dragon & Attacker Type

It seems like the new awakenings she received was to reinforce her role as a leader but 3.5x ATK leader just have no value with new dungeons having so much HP. Satsuki as a sub will not be too terrible since she provides 10% HP from the awakenings and still provide a decent amount of damage with TPA alongside her high ATK.

Overall you’ll probably never use her unless you’re new and have nothing better, then in that case she is definitely decent.

Persephone



Lv.99 +297 HP 2639 3629 ATK 1707 2202 RCV 630 927 [3791] Persephone

God / Devil Active Skill : Voids Att. Absorbs for 1 turn; Changes Fire & Heal Orbs to Dark Orbs (10 max CD) Leader Skill : 1.5x all parameters for Dark Att.; 3x ATK when Dark & Light attack at once

Her whole existence is really just for the color absorb shield null. The demand for this type of active is low because there is no life threatening color absorb shields around except maybe Noah Dragon . NoahDra in its own right is stallable so you shouldn’t need to bring a color absorb shield null just for it. If you want to utilize her active for farm builds you can definitely just max skill her skill up mat from the dungeon.

6★

Bastet



Lv.99 +297 HP 3560 4550 ATK 1457 1952 RCV 485 782 [2952] Bastet

Devil / Balanced Active Skill : All attacks become multi-target for 3 turn; Extend orb movement time by 2 sec for 1 turn (4 max CD) Leader Skill : 3x ATK when 5+ combo, 4x ATK when 7+ combo; 1.5x ATK for Light Att. on the turn a skill is used

She’s the waifu I want to take home. You can use her as a base poison resist sub and that way just having one Rathian equip will bring you to 100% poison resist, aside from her stat is lackluster. I still want her because of cuteness though.

Ra



Lv.99 +297 HP 4355 5345 ATK 1300 1795 RCV 366 663 [2953] Ra

Devil / God Active Skill : Deal 77,777 damage on all enemies; Extend orb movement time by 3 seconds for 1 turn (7 max CD) Leader Skill : 5x ATK when 5 color attack at same time; 2x ATK for God & Devil Type on the turn a skill is used

You’re really only going to use him to button Tamadras and maybe sometimes some high defense low HP stuff, you get the idea.

5★

Akechi



Lv.99 +297 HP 2828 3818 ATK 1719 2214 RCV 189 486 [2954] Akechi

God / Devil Active Skill : Change Fire Orbs to Light Orbs, Water Orbs to Heal Orbs; Enhance Light Orbs (8 max CD) Leader Skill : 1.5x HP for Devil Type; 4x ATK for matched Att. when erasing 5 Orbs with 1+ enhanced

Akechi is the most useful gold in this entire REM due to the fact that you can pair his active with Ilm or Ilmina to create a fully enhanced light board and then alter it by spawning other type of orbs to accomplish your farming needs. It’s often utilized in Yog teams with VDP or just simply doing a kill shot.

Ruka



Lv.99 +297 HP 2170 3160 ATK 1364 1859 RCV 580 877 [2955] Ruka

Healer / Attacker Active Skill : Changes Fire, Dark & Poison Orbs to Heal Orbs; Recover bind state by 3 turns (7 max CD) Leader Skill : 2.5x HP for Healer type; 3x ATK when erasing 6+ linked Heal Orbs

I literally don’t know why this is a gold, even the silvers are more useful than this.

Kano



Lv.99 +297 HP 2144 3134 ATK 1331 1826 RCV 607 904 [2956] Kano

Healer / Attacker Active Skill : Changes Water, Light & Poison Orbs to Heal Orbs; Recover bind state by 3 turns (7 max CD) Leader Skill : 2.5x HP for Healer type; 3x ATK when erasing 6+ linked Heal Orbs

Same as Ruka really, they are the worst golds.

4★

Izanami



Lv.99 +297 HP 3511 4501 ATK 1351 1846 RCV 257 554 [2957] Izanami

God / Balanced Active Skill : Reduces damage received by 35% for 3 turns (6 max CD) Leader Skill : Total RCV is halved; 4x ATK for God & Balanced Type

Her multi turn shield is always helpful to help newer player mitigate damage reducing the risk of dying due to mistake. The resist awakenings are always useful against DQH preemptive damage in Arenas. Her orb enhance also help the team’s damage greatly. The downside to her is the lack of stats and supportive awakenings .

Sopdet



Lv.99 +297 HP 3350 4340 ATK 1566 2061 RCV 205 502 [2958] Sopdet

God / Devil Active Skill : Changes Water Orbs to Heal Orbs; All attacks become multi-target for 1 turn (6 max CD) Leader Skill : Between Light, Dark and Heal Orbs, 2x ATK when 2 are matched, 3.5x ATK when 3 are matched at same time; Extend time to move Orbs by 5 secs

She’s another waifu that I want to bring home. The resist awakenings can help you cheese through some dungeons that are light heavy but there aren’t a lot of light heavy dungeon running around so the value on that is quite low. The only use of her is probably leading with her into no awakening skill dungeons that just want you to play the combo game such as the recent Baal and Sakuya challenges.

Conclusion

Take your free roll and leave it. This REM is full of luxury cards that aren’t practical in general cases. The diamonds especially aren’t exactly useful. If anything is worth it out of this REM it will be Akechi .

Credits

Featured image: Sopdet by @hemorina

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