The Power Rangers Collab is the 2nd exclusive collab that has come to NA alongside Voltron, and is fortunately a much better machine to roll in overall. Some initial opinions when certain cards were revealed paired with the 10-stone cost were on the negative side, but as the rest of the line-up was revealed, this has turned out to be a very strong machine to roll in, with great equips in the lower 6★ rarity and the 7★ rarity all possessing strong and unique cards. There are a lot of similarities between Power Rangers and Yokai Watch, but this collab got rid of all the junk from Yokai and buffed what were considered already good cards.

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7★

Mighty Morphin Red Ranger

Stat Lv.99 (+297) Lv.110 (+297) HP 4385 (5375) 5481 (6471) ATK 2980 (3475) 3725 (4220) RCV 220 (517) 275 (572) Mighty Morphin Red Ranger

Balanced / Dragon [4949]

Active Skill: Change all orbs to Fire, Wood, Light, and Dark orbs; For 1 turn, increase combo count by 1

(9 ➧ 9) Leader Skill: 1.5x all stats for Fire Att.; Increase orb movement time by 2 seconds; 7x ATK when matching 2 or more colors

[2.25/110.25/2.25]

Red Ranger is comparable to Jibanyan from the Yokai Watch collab, sharing identical awakenings, super awakenings, and active skill. What this form offers differently is much higher stats (+375 HP, +925 ATK, and +125 RCV at lvl. 110), balanced typing to offer an array of more latent killers, and a leaderskill that’s mostly identical to Jibanyan but boosts fire attribute rather than attacker/devil. As a leader, this form may be the most easy to activate rainbow lead around, only needing 2 colors for full activation. While the attack multiplier is on the weaker side, it’s more than enough to speed past most floors in non-endgame dungeons, making this a viable option in that regard. One potential application would be A3 or 3pa speedruns, where you would just stack some utility subs with damage absorb void actives and FUA and breeze through the dungeon. Although the damage numbers won’t be impressive, the variety of killers Red Ranger possesses will handle most every floor in those dungeons.

As a sub, this form will mostly be viable in solo with the addition of super awakenings to buff up his damage significantly, although there really isn’t much reason to use this one over the UVO form.

Tyrannosaurus Dinozord & Red Ranger

Stat Lv.99 (+297) Lv.110 (+297) HP 4835 (5825) 6044 (7034) ATK 3050 (3545) 3813 (4308) RCV 320 (617) 400 (697) Tyrannosaurus Dinozord & Red Ranger

Balanced / Dragon / Machine [4950]

Active Skill: Change all orbs to Fire, Wood, Light, and Dark orbs; For 1 turn, increase combo count by 1

(9 ➧ 9) Leader Skill: 4.5x ATK and 1.5x HP & RCV for Fire Att.; 4x ATK and reduce damage taken by 25% when matching 4 or more colors

[2.25/324/2.25, 43.75%]

Continues the trend of being similar to Jibanyan with an ultimate evolution that shares awakenings, super awakenings, active, and a similar leaderskill although Red Ranger not only boosts fire instead of attacker/devil but also does more damage (324x vs. 256x). Probably the greatest difference between the two is Red Ranger swapping one of the god killer awakenings for a devil killer, which is currently the most sought after latent killer and one of the most dangerous types in endgame content such as A5 and the new AA3. Like the base form, this ultimate evolution will shine best in solo with super awakenings, especially if you can roll the VDP one since a lot of these aforementioned spawns have that make your hardest hitting subs worthless if you cannot pierce it. Recently we have gotten a plethora of strong devil killers with VDP, but this form currently stands on top, although you do need to make 7 combos to achieve this level of devil killing. Outside of this one significant awakening change and leaderskill buff, Red Ranger has even greater increased stats than Jibanyan S (+900 HP, +1000 ATK, and 250 RCV at lvl. 110).

As a leader, rainbow isn’t very sought after from its struggle to VDP while also having enough orbs to fulfill the rest of its leaderskill. One popular way to counter this is using something with a damage void null active , but these so far have been extremely hard to obtain and often are hard to find on a friend’s lead or as a lead otherwise, making Red Ranger truly shine as a sub.

Power Sword

Stat Lv.99 +297 HP 4835 5825 ATK 3050 3545 RCV 320 617 Power Sword

Balanced [4951] Active Skill: For 2 turns, bypass att. absorb shield effects; For 1 turn, increase combo count by 2

(14 ➧ 14)

Triple poison resist is always a sought after equip for many teams. However, its use has waned with the introduction of content like A5 and AA3 that do not feature any dangerous poison making spawns (with the exception of Hinomitsuha who casts a poison skyfall for 15 turns). Not to mention much more accessible and even farmable options for this type of equip have come to NA recently.

Which do I make?

The ult. form offers the highest devil killing potential in the game, but teams that can utilize fire subs aren’t very plentiful, so if you don’t have any teams that can properly utilize him AND do not already have poison resist equip options, go the equip form.

Megazord

Stat Lv.99 (+297) Lv.110 (+297) HP 5610 (6600) 7013 (8003) ATK 1913 (2408) 2391 (2886) RCV 483 (780) 604 (901) Megazord

Machine / God [4952]

Active Skill: Remove all binds and awoken skill binds; Change all orbs to Fire, Light, and Heal orbs

(14 ➧ 14) Leader Skill: 2x HP & ATK for Light Att.; Increase orb movement time by 2 seconds; 7x ATK and increase combo by 1 when matching 6 or more connected Light orbs at once

[4/196/1]

Base Megazord is noticeable for his double VDP (or triple in solo with super awakens) and ability to take what are arguably the best latent killers . Light is in a strong place right now, mostly because of leads like Tifa who trivialize all content in the game. This form can make for a strong sub on such teams, offering not only damage but can serve as a cleric with a complete regular and awoken unbind, along with a strong board that can come in handy pretty much anytime in any dungeon.

As a leader, he can be one of the stronger Tifa pairings, offering good survivability and bulkiness paired with Tifa’s insane RCV. His attack multiplier is solid and is easy to obtain, with the +1c from matching 6 light orbs coming in handy to get past certain combo shields or to help activate the 10c awakening if you happen to have it on your team. The icing on the cake is the unconditional +2s movetime, which not only helps greatly for 7×6 teams but can come in a pinch during awoken binds where you would want to combo enough to survive. Overall, he can make for a great sub or lead for really any light based team and is likely more than capable of clearing all content in the game with the right subs.

Mega Tigerzord

Stat Lv.99 (+297) Lv.110 (+297) HP 6610 (7600) 8263 (9253) ATK 1913 (2408) 2391 (2886) RCV 483 (780) 604 (901) Mega Tigerzord

Machine / God / Balanced [4953]

Active Skill: Remove all binds and awoken skill binds; Change all orbs to Fire, Light, and Heal orbs

(14 ➧ 14) Leader Skill: 4x ATK when 4 or more combos up to 10x at 10 combos; 2.5x ATK & RCV when matching 2+ Light combos

[1/625/6.25]

This evolution of Megazord is most comparable to Yokai Watch’s Lord Enma , sharing identical awakenings, super awakenings, and leaderskill. One noticeable difference is the stats, with the ATK and RCV between the two being identical, but Tigerzord has about 4000 more HP than Lord Enma. For the vast majority of teams, this HP stat is the most important since a lot of dungeons have certain preempts or unavoidable hits that can easily one-shot an unprepared team, so this gives Tigerzord much better sub potential overall. Paired with the strong active and FUA, this form can make for a good sub on the majority of light ones, although you would really only want to use him on 7×6 leads to make the most out of his 10c awakening.

This increase in sub potential is important because as a lead, this form is fairly lackluster. He offers a strong ATK multiplier when fully activating, but that requires 10 combos and 2 light matches, which is far too inconsistent without 7×6. On top of that, his survivability is quite poor, only offering an RCV boost which is also tied to the double light activation.

Power Sword (Megazord)

Stat Lv.99 +297 HP 6610 7600 ATK 1913 2408 RCV 483 780 Power Sword (Megazord)

Machine [4954] Active Skill: Remove all binds and awoken skill binds; Change all orbs to Fire, Wood, Light, and Dark orbs

(11 ➧ 11)

Active skill wise, this form is arguably a downgrade from the change in board, going from a tricolor with hearts to a quad color without hearts. Although the cooldown decreased by 3, having a worse active can make this more of a negative. Jammer resist on the other hand is the least dangerous hazard but can be nice to have covered if you’ve got some room to put on your team.

Which do I make?

The base form makes for a strong lead that many will likely find the most use out of, especially if their entire friendlist is filled with Tifa. Whether or not you want to make the Ult. Tigerzord form will depend on if you don’t need the extra VDP damage for your light teams, and the equip is pretty disappointing with the active skill change.

Mighty Morphin Green Ranger

Stat Lv.99 (+297) Lv.110 (+297) HP 5058 (6048) 6323 (7313) ATK 2283 (2778) 2854 (3349) RCV 410 (707) 513 (810) Mighty Morphin Green Ranger

Dragon / Devil [4955]

Active Skill: Reduce HP by 50%; Deal 50x Wood damage to an enemy; Change top row to Wood orbs and change bottom row to Dark orbs

(11 ➧ 11) Leader Skill: 4x ATK for Wood Att.; Increase orb movement time by 2 seconds; 4x ATK and reduce damage taken by 25% when 4 or more combos

[1/256/1, 43.75%]

With 4 different evolutions all doing drastically different things, this card may be the chase of the collab for many. Unfortunately, this form of the Green Ranger isn’t much to look at. <50% HP teams are quite strong currently with their ability to output incredible damage with ease paired with how fast they can clear content like TA2 and A5, but most of these teams are focused around fire and dark attributes, with no real place for wood. Additionally, this form’s personal damage really isn’t too impressive compared to other commonly used 50% HP subs.

The active that isn’t bad by any means, with double row makers seeing plentiful use in farming settings combined with full board changers , but many other exist , and this active likely won’t see much use for most other teams. The leaderskill is worth mentioning for its insanely easy activation, a trend that’s somewhat common in this collab, making it a great choice for newer players if they happen to roll this.

Something worth pointing out is this form’s super awakenings apply to all the other ultimate forms, which can lead to noticeable differences between them and their Yokai Watch counterparts.

Dragonzord & Mighty Morphin Green Ranger

Stat Lv.99 (+297) Lv.110 (+297) HP 5558 (6548) 6948 (7938) ATK 2533 (3028) 3166 (3661) RCV 420 (717) 525 (822) Dragonzord & Mighty Morphin Green Ranger

Dragon / Attacker / Machine [4956]

Active Skill: Change far left column to Wood orbs; For 1 turn, 2x orb move time

(5 ➧ 5) Leader Skill: 1.5x HP for Water, Wood Att.; 5x ATK when 6 or more combos; 3x ATK and reduce damage taken by 25% when matching 5 or more connected orbs

[2.25/225/1, 43.75%]

Probably the best lead from this collab, being very similar to Yokai Watch’s Komasan S , a lead that has been super popular in JP that is capable of clearing all content in the game. The similarities between the two made a lot assume this entire collab was just a reskin, with both having identical awakenings, active, and leaderskill, with the only difference being the Green Ranger boosts water/wood versus fire/wood, which is mostly irrelevant since wood is the focus of Komasan teams. The reason Komasan is such a popular leader, and for the same reasons Green Ranger is strong, is that both are the full package — they cover damage from 2x 7c and 2x VDP (in solo with super awakens), healing from 2x heart orb enhance , and extremely strong survivability, with a 1.5x HP boost and a 25% shield tied to only matching 5+ connected orbs, allowing for super easy stalling if needed.

The main difference between the two are similar to the main difference between other Power Ranger and Yokai Watch cards, which is the stats. Unfortunately, the Green Ranger doesn’t provide any more RCV than Komasan when either are at lvl. 110. This was actually one of the biggest problems when running Komasan as the double heart orb enhance from both leads usually wasn’t enough, so most teams subbed Eir to make up for this. However, the Green Ranger instead has +800 ATK and almost +2000 HP, which will be a noticeable difference since HP is boosted from the leads.

As a sub, this form will probably not stand out too much since a variety of other strong wood VDPs exist , but is a strong option nonetheless if you have no interest in using this form as a lead and have other wood leaders you would like to use him on.

Mighty Morphin White Ranger

Stat Lv.99 (+297) Lv.110 (+297) HP 5563 (6553) 6954 (7944) ATK 2683 (3178) 3354 (3849) RCV 335 (632) 419 (716) Mighty Morphin White Ranger

Physical / Attacker [4957]

Active Skill: Change Fire, Dark, Jammer, Poison, Mortal Poison orbs to Light orbs; Lock Light orbs

(8 ➧ 8) Leader Skill: 3x ATK and reduce damage taken by 35% when above 50% HP; 6x ATK when matching 6 or more connected Light orbs

[1/324/1, 57.75%]

Like the Ult. Green Ranger, this form shares similarities with a Yokai Watch card; this form being Blizzaria . However, this form is probably the most “buffed” from its counterpart, as everything is noticeably better. Firstly, the biggest change is the water to light. Whether or not this is relevant to you depends entirely on your teams, but currently a lot of strong light teams exist so this may find more of a home than a water version would. Secondly, in exchange for a TE, this form is unbindable without the use of super awakenings, making it a much better choice in co-op and can take other super awakenings to buff its damage further. Lastly, the leaderskill is noticeably better, with a higher ATK multiplier (6x vs. 5x) and needing less orbs to fully activate (6 linked vs. 8 linked), giving it much greater flexibility and damage output overall.

Like Megazord, this form can be utilized as a lead for the plethora of light-row based teams available, most notably Tifa . However, this form’s leaderskill in comparison to others lacks bulk, only offering a shield when above 50% HP, which can still be enough for content such as A5 but may find issues somewhere like any of the alt arenas.

Because the base form of Green Ranger shares its super awakenings with every Ult. form including this one, you can meme and get a 50% HP awakening, which is pretty dumb.

Lord Drakkon (Comics)

Stat Lv.99 (+297) Lv.110 (+297) HP 6538 (7528) 8173 (9163) ATK 2320 (2815) 2900 (3395) RCV 260 (557) 325 (622) Lord Drakkon (Comics)

God / Devil [4958]

Active Skill: For 1 turn, reduce enemies’ defense by 100%; For 1 turn, bypass damage absorb shield effects

(20 ➧ 20) Leader Skill: 4x ATK for God, Devil type; 3x ATK when 3 or more combos; 200x ATK additional damage when matching orbs

[1/144/1]

The last ultimate form, which doesn’t really share many similarities between its Yokai counterpart, Zazel . Lord Drakkon can make for an incredibly potent dark sub, offering triple 7c for damage, over 8000 HP for survivability, and has some utility mixed in with L-unlock and a damage absorb void, which is perfect for a lot of pesky spawns in the later dungeons. With super awakens, this form can also be the dedicated damage void pierce spawn with VDP and while the latent killer selection is limited, he can take god and devil which are quite desirable, making this card a well rounded edition to really any dark team out there.

Unfortunately as a lead, he’s not very impressive. Bonus attack from the leaderskill is becoming a trend for some of the strongest leaders, such as cards like Ina , Raoh , and Coco in JP, but those all offer good survivability and damage while this form does not. While you may not want to use this form for endgame content, he’s still one of the better lead options that has this bonus attack gimmick when compared to others such as Seregios or the light and dark wisdom kings , giving a full multiplier for a measly 3 combos. This could see use in A3 or 3pa speedrunning, and with triple 7c or option to pair with another lead that does good damage, bursting down the final bosses of those arenas should be doable.

Dragon Dagger

Stat Lv.99 +297 HP 5558 6548 ATK 2533 3028 RCV 410 707 Dragon Dagger

Dragon [4959] Active Skill: For 1 turn, reduce damage taken by 100%; For 3 turns, 2x orb move time

(15 ➧ 15)

Blind resist is becoming increasingly common to use on a lot of teams looking to tackle some of the later content, with dangerous spawns such as Nyarlathotep appearing and fully blinding the entire board with sticky blinds for 30 turns for example. However, with other alternatives to this kind of equip existing that are much easier to obtain, and with the 4 different ults of Green Ranger, it’s likely one of those will be more impactful to your box than this equip.

Which do I make?

There’s honestly no clear answer since each Ult. evolution is drastically different. If you’re looking for a strong lead, go the Ult. Green Ranger, and if you have no interest in that then go for either the White Ranger or Lord Drakkon depending on your box.

Ranger Slayer (Comics)

Stat Lv.99 (+297) Lv.110 (+297) HP 3003 (3993) 3754 (4744) ATK 2745 (3240) 3431 (3926) RCV 775 (1072) 969 (1266) Ranger Slayer (Comics)

Attacker / Healer [4960]

Active Skill: Change far left column to Fire orbs and change far right column to Dark orbs; Enhance all Fire, Dark orbs

(6 ➧ 6) Leader Skill: 2x all stats for Fire Att.; 4x ATK when above 80% HP; 8x ATK when below 79% HP

[4/256/4]

Is a true NA exclusive, with no Yokai counterpart, and is the main chase card of this collab for a lot of endgame players. This form is absolutely ridiculous from what it offers. For starters, it can output more damage (in general, not necessarily to a specific typing) than anything in the game (including JP!), with a potential 40x personal multiplier when factoring in its 3x 50% HP and 7c awakenings alongside its VDP super awakening. In addition to these fantastic awakenings, Ranger slayer also has enormous attack at about 4000 total when fully leveled and plussed, and also has the ability to take devil and dragon killer latents. The leaderskill is also very strong, giving 4x to all stats with paired with itself and a great ATK multiplier for essentially doing nothing. Another strong aspect of this card is actually the active, which doesn’t seem to do much but is the first of its kind to NA, and in Yokai they had Venoct who had a similar active but had a cooldown of 8 versus Ranger Slayer’s 6.

The biggest appeal of the leaderskill is how well it synergizes with the current strongest 50% HP cards , being able to utilize all of them perfectly. A common trend for content such as A5 is pairing with Shishiwakamaru from the YYH collab, and while he wouldn’t gain the benefit from Ranger Slayer’s leaderskill, this is still a valid option for quick clears. The main difference between Ranger Slayer and other leads that focus on having 50% HP is that she doesn’t have an active to reduce the team’s HP, so running something like Flamme might be necessary, but just taking a hit to get under 80% will give you her full multiplier.

One glaring weakness is Ranger Slayer’s lack of SBR , and since you likely want to pair with another Slayer, you need to cover 5 SBR from 4 subs. A few options exist, those being something like Onion Knight or Brahma who have 3 SBR awakenings, or using equips that have SBR that can be inherited wherever.

Gravezord & Ranger Slayer (Comics)

Stat Lv.99 (+297) Lv.110 (+297) HP 3003 (3993) 3754 (4744) ATK 3245 (3740) 4056 (4551) RCV 775 (1072) 969 (1266) Gravezord & Ranger Slayer (Comics)

Attacker / Physical / Machine [4961]

Active Skill: Change far left column to Fire orbs and change far right column to Dark orbs; Enhance all Fire, Dark orbs

(6 ➧ 6) Leader Skill: 3x ATK and reduce damage taken by 25% when matching 4 or more connected orbs; 4.5x ATK and reduce damage taken by 25% when matching Dark+Fire

[1/182.25/1, 68.64%]

Not as impressive as what the base form offers, but can still make for a fantastic sub for many teams. Rather than 3 50% HP awakenings, this form gives a 7c, VDP, and a god killer, making this form a much more versatile option than the base form. The rest of the stats and awakenings are the same as the base form, but this version offers 600 more ATK and a different latent killer selection. Probably the most noticeable feature of this form is that it is currently the best god killer VDP in the game (including JP), outclassing cards like H.Madoo and Alatreon in terms of damage by a longshot.

As a lead, this form is definitely serviceable, providing good survivability with dual shields that are easy to activate, although the ATK multiplier is on the lower side. This form does have the advantage of extremely easy VDP damage compared to most other similar leads since it can match 4 of ANY orb, so using something like a Ronia bicolor would work fine.

Bow of Darkness (Comics)

Stat Lv.99 +297 HP 3003 3993 ATK 3245 3740 RCV 775 1072 Bow of Darkness (Comics)

Attacker [4962] Active Skill: For 2 turns, increase combo count by 1; Change far left column to Fire orbs and change far right column to Dark orbs

(10 ➧ 10)

50% HP equips are quite nice to have and fit in on pretty much every team that focuses around that awakening, and while this form is definitely one of the better ones, featuring heart orb enhance to make healing easier and a strong active, it’s probably better to pass on when lots of cheaper alternatives exist , which includes a 6★ from this collab .

Which do I make?

If the praising wasn’t obvious enough, the base form is the recommended version. However, if your box is lacking of a lot of key 50% HP cards and you can’t make a good team around the base Ranger Slayer, then the Ult. evolution is still a solid choice, likely more-so for newer players.

Lord Zedd

Stat Lv.99 (+297) Lv.110 (+297) HP 5765 (6755) 7206 (8196) ATK 2213 (2708) 2766 (3261) RCV 260 (557) 325 (622) Lord Zedd

Devil [4977]

Active Skill: Remove all binds and awoken skill binds; For 1 turn, 2x ATK for Fire, Dark Att.

(8 ➧ 8) Leader Skill: 3x ATK and 1.5x HP for Devil type; 5x ATK and reduce damage taken by 25% when matching 2+ Dark combos

[2.25/225/1, 43.75%]

Another true NA exclusive, this one being an absolute unit at demolishing god typings. Between double god killers, 7c, and a VDP super awakening, nothing can do more damage toward god types anywhere in the game (with the exception of Ranger Slayer), making this a perfect candidate for a plethora of teams to handle all the damage against this typing. Not only is this form an insane damage stick, but can cover the cleric role for most teams with a full regular and awoken bind recovery on only an 8 turn cooldown. If you’re running dark teams teams that have an HP multiplier with no RCV however, you may still want something like Eir to heal since this form doesn’t offer much in terms of recovery.

Not an impressive leaderskill, with a restrictive typing clause of devil types only and the majority of damage coming from needing 2 dark matches, which on 6×5 boards is pretty inconsistent without constant active use. One good option for pairing would be with Dark Knight Cecil from FF collab, who also relies on 2 dark matches but has a 7×6 board to help increase consistency.

The Emperor, Lord Zedd

Stat Lv.99 (+297) Lv.110 (+297) HP 6265 (7255) 7831 (8821) ATK 2463 (2958) 3079 (3574) RCV 260 (557) 325 (622) The Emperor, Lord Zedd

Devil / Attacker [4978]

Active Skill: Remove all binds and awoken skill binds; For 1 turn, 2x ATK for Fire, Dark Att.

(8 ➧ 8) Leader Skill: 4x ATK and 3x RCV for Dark Att.; 4x ATK and reduce damage taken by 25% when matching Dark+Fire

[1/256/9, 43.75%]

Similar to Ranger Slayer’s Ult. evolution, where a few awakening are changed, a minor stat buff, and different latent killer selection. Rather than double god killers, this form has double VDPs, making it a much more versatile option in taking out the various spawns that would have damage voids, and paired with a third VDP from super awakens, this form is one of the hardest hitting options available. Another valuable change is that this form can also take devil killer latents, so you can better achieve what you want to kill.

The leaderskill for this form is much better overall compared to the base form, offering a higher ATK mult for less, more flexibility from a dark attribute clause over a devil type only one, but at the cost of lower bulkiness from a needlessly high RCV multiplier over an HP multiplier. The best use as a lead here would be pairing with something else that has an HP multiplier and wouldn’t mind matching fire and dark every turn, with one such option being Halloween Madoo . Although their leaderskills are noticeably different, combining the two would give tremendous overall survivability with great damage on top of that.

Serpentera

Stat Lv.99 +297 HP 6265 7255 ATK 2463 2958 RCV 260 557 Serpentera

Machine / Dragon [4979] Active Skill: Unlock all orbs; Change all orbs to Fire, Wood, and Dark orbs

(9 ➧ 9)

Seems like an odd equip from the switch to the wood attribute, but probably follows some Power Rangers lore or something. This form offers stuff completely different from the other two forms, with an active that’s more or less just a crappy tricolor. The awakenings provided are pretty good, with one resist of each major hazard and a TPA for some extra damage, however TPA isn’t applicable on every team and if you just want resists, Odysseus is exchangable for 4 rainbow event medals but just note he doesn’t come with a regular bind clear.

Which do I make?

It can be a toss-up between the base and Ult. evolution form just depending on what you value more. If you want a dedicated god killer then go with the base, otherwise the Ult. evolution is the superior form in most other ways.

6★

Mighty Morphin Black Ranger

Stat Lv.99 (+297) Lv.110 (+297) HP 5445 (6435) 7079 (8069) ATK 1820 (2315) 2366 (2861) RCV 298 (595) 387 (684) Mighty Morphin Black Ranger

Physical [4963]

Active Skill: For 3 turns, reduce damage taken by 30%; Create 4 Dark orbs

(8 ➧ 8) Leader Skill: 2.5x ATK & RCV for Dark Att.; 6x ATK when 3 or more combos

[1/225/6.25]

Makes for a pretty generic sub overall for dark teams but for a low rarity collab roll is quite good in that regard. Between 1300 weighted stats and decent personal damage, this form can offer some strong albeit niche utility with an active that can be great for surviving specific spawns, such as Kundali and Hera Nyx in A5 or AA3, as well as covering tape resist in solo. This card is probably one of the most braindead combo leaders in existence, offering a respectable 225x ATK multiplier for only 3 combos. The lack of bulkiness may be a turn off for most endgame players, but any new or midgame player should love having a lead this easy to use in their box.

Power Axe

Stat Lv.99 +297 HP 5445 6435 ATK 1820 2315 RCV 298 595 Power Axe

Physical [4964] Active Skill: For 3 turns, reduce damage taken by 30%; For 3 turns, Dark orbs are more likely to appear by 15%

(8 ➧ 8)

With orb enhances recently getting a small damage buff in the latest updates, it’s a commonly sought after awakening to cover for a lot of teams, as the damage boost provided is actually insanely large. This form is the first to offer 4 OEs for dark and happens to have a great active alongside it. Endgame teams using leads like Ina or H.Madoo would love having this around.

Which do I make?

For newer players keep the base form. For those with established dark teams, the equip will likely offer more than having the base Black Ranger as a sub.

Mighty Morphin Blue Ranger

Stat Lv.99 (+297) Lv.110 (+297) HP 2705 (3695) 3517 (4507) ATK 2048 (2543) 2662 (3157) RCV 1028 (1325) 1336 (1633) Mighty Morphin Blue Ranger

Healer / Machine [4965]

Active Skill: Recover 40% of max HP; Change top row to Water orbs

(7 ➧ 7) Leader Skill: 2x all stats for Water Att.; 6x ATK when matching 6 or more connected Water orbs

[4/144/4]

This form has a deceptively strong leaderskill, offering some of the best survivability around paired with easy and straightforward activation. The ATK mult is nothing too impressive, and if anything is on the low side, but this form can be paired with other common water row leads such as Ryune or Beach Veroah to make up for it while offering those leads better survivability. The awakenings themselves don’t give this form much in terms of personal damage, but leaving the 7cs and other offensive awakenings for your subs makes these water rows very nice to have. Paired with a low cooldown active that’s nice for getting enough orbs to activate, this is a surprisingly solid lead all around.

Power Lance

Stat Lv.99 +297 HP 2705 3695 ATK 2048 2543 RCV 1028 1325 Power Lance

Healer [4966] Active Skill: Recover 60% of max HP; Change top row to Water orbs

(10 ➧ 10)

Currently the easiest to obtain multiboost equip , which finds a variety of uses in farming and/or buttoning. In these scenarios, the active of the equip isn’t used at all and unfortunately this one is tied to a 10 turn cooldown, making it have one of the lowest of those available.

Which do I make?

The base form is a solid lead but it’s likely most people will have other teams they’d rather use, so for anyone who doesn’t already have a multiboost equip or rolled dupes of this card, consider making the equip evolution.

Mighty Morphin Pink Ranger

Stat Lv.99 (+297) Lv.110 (+297) HP 3285 (4275) 4271 (5261) ATK 2883 (3378) 3748 (4243) RCV 303 (600) 394 (691) Mighty Morphin Pink Ranger

Attacker / Dragon [4967]

Active Skill: For 1 turn, 2x RCV; Change all orbs to Fire, Light, and Heal orbs

(10 ➧ 10) Leader Skill: 2x ATK & RCV for Fire, Light Att.; Increase orb movement time by 4 seconds; 6x ATK when 3 or more combos

[1/144/4]

Similar to the Black Ranger in terms of ease of use as a lead, except with this form having a broader subpool and gives a ton of orb movement time, making this one of the best possible leads a newer player can get. As a sub, she’s really not too impressive as L-unlock and VDP don’t mix well damage-wise since making both won’t multiply the damage together, where something like 7c or the HP conditional awakenings would.

Power Bow and Arrow

Stat Lv.99 +297 HP 3285 4275 ATK 2883 3378 RCV 303 600 Power Bow and Arrow

Attacker [4968] Active Skill: For 1 turn, increase combo count by 1; Change all orbs to Fire, and Light orbs

(13 ➧ 13)

Currently the easiest to obtain cloud resist equip, which is a super nice tool to have, especially in co-op where most cards only have cloud resist from super awakenings. Even if you already have a cloud resist equip, you might not care much for the base form of the Pink Ranger so you can convert your other equip into one of its base forms. This equip also has a pretty good active, offering a rare red/light bicolor with an additional combo added, which is great for getting 7c after a VDP on 6×5 boards.

Which do I make?

Like the Black Ranger, if you’re newer the base form is a fantastic lead. For everyone else, the equip form is an easy pick.

Mighty Morphin Yellow Ranger

Stat Lv.99 (+297) Lv.110 (+297) HP 4823 (5813) 6270 (7260) ATK 2068 (2563) 2688 (3183) RCV 330 (627) 429 (726) Mighty Morphin Yellow Ranger

Balanced [4969]

Active Skill: Reduce binds and awoken skill binds by 5 turns; Change Fire orbs to Light orbs; Change Wood orbs to Heal orbs

(7 ➧ 7) Leader Skill: 3x ATK and 2x RCV for Light Att.; 4x ATK and reduce damage taken by 25% when matching Light+Water

[1/144/4, 43.75%]

This form is the strongest physical killer in the game, with 2 physical killer awakenings, physical latent killers, and the option of having 2 7c in solo, which for a lowest rarity collab roll is pretty impressive. As a sub this form also has an incredibly good active for light based teams, generating orbs for damage and healing as well as recovering both regular and awoken binds for 5 turns on a super low cooldown of only 7.

Power Daggers

Stat Lv.99 +297 HP 4823 5813 ATK 2068 2563 RCV 330 627 Power Daggers

Balanced [4970] Active Skill: Remove all binds and awoken skill binds; Change Fire orbs to Light orbs; Change Wood orbs to Heal orbs

(10 ➧ 10)

A great cleric based equip, taking the strong active of the base form and changing the 5 turns of bind clear to a full clear at the cost of 3 extra turns on the cooldown. Heart orb enhance is great on anything with high RCV or that already have those awakenings and a single poison resist, while may not do much, can help in achieving 100% resistance when paired with the rest of a team.

Which do I make?

If you only care about the active then make the equip, otherwise the base is a uniquely strong addition to most player’s boxes.

Ninjor

Stat Lv.99 (+297) Lv.110 (+297) HP 4285 (5275) 5571 (6561) ATK 2443 (2938) 3176 (3671) RCV 280 (577) 364 (661) Ninjor

God / Balanced [4971]

Active Skill: For 1 turn, no skyfall; Change all orbs to Water, Wood, and Heal orbs

(8 ➧ 8) Leader Skill: 4x ATK and reduce damage taken by 25% when matching Wood+Water; 2.5x ATK when 3 or more combos up to 4x at 6 combos

[1/256/1, 43.75%]

An overall strong wood TPA card, with high personal damage and great utility via team HP’s, FUA, and an active that can be nice for doing damage/healing that also overrides the no skyfall debuff from things like Zeus Verse in AA3 just as an example. While the sub potential here is great for what he offers, many may not find a home for him on any of their teams.

Ninjor’s Sword

Stat Lv.99 +297 HP 4285 5275 ATK 2443 2938 RCV 280 577 Ninjor’s Sword

God [4972] Active Skill: Change all orbs to Water, and Wood orbs; Create 3 Heal orbs

(12 ➧ 12)

By far the easiest to obtain 50% HP equip, which can be very useful in dupes as well. May not be the best equip when compared to something like Sagat , but offers some blind resist and a moderately high cooldown.

Which do I make?

For anyone with a box that has nothing relevant in the 50% HP meta, might as well keep the base form. Everyone else should likely make the equip and multiple dupes of it as well.

Zeo Megazord

Stat Lv.99 (+297) Lv.110 (+297) HP 6013 (7003) 7817 (8807) ATK 2028 (2523) 2636 (3131) RCV 0 (297) 0 (297) Zeo Megazord

Machine / God [4973]

Active Skill: For 2 turns, recover 30% of max HP; Change all orbs to Water, Wood, Light, and Heal orbs

(10 ➧ 10) Leader Skill: 1.5x all stats for God, Machine type; 7x ATK when matching 2+ of Water, Wood, Light, Heal at once

[2.25/110.25/2.25]

Like the Yellow Ranger, this form excels at killing a specific type, but is unfortunately not the best in its category of killer. When factoring in other offensive awakenings , stuff like Athena Non or Erika from Heroines will out damage this form against healer types while also providing greater damage against all other types of spawns. This form however does have the advantage of not needing to do anything to reach its max damage, so this could be relevant on something like Zeus Verse for a ranking dungeon.

Zeo Megazord Saber

Stat Lv.99 +297 HP 6013 7003 ATK 2028 2523 RCV 0 297 Zeo Megazord Saber

Machine [4974] Active Skill: Recover all HP; Change all orbs to Water, Wood, Light, and Heal orbs

(14 ➧ 14)

Speaking of rankings, this equip is an absolute must have for anyone who cares the slightest about rankings. In the past, NA has had a much harder time building a team without Manjimutt who was the Yokai version of this card. While evo material typing isn’t relevant at all in the majority of content, it’s often a huge roadblock when it is present since cards with killers for this typing are so few and far between.

Additionally, when there comes a ranking that requires evo mat killing, the value of killer latents for it skyrocket, making it more valuable than something like devil killers. The main reason for this is outside of one fixed lead event, farming these killers is extremely troublesome and inconsistent, so having the ability to add 2 killers to any card via this equip is incredible.

Which do I make?

Definitely a no-brainer that the equip is undeniably the most valuable form. There may be cases where you need the easy healer killing, so you can always reverse-evo the equip if needed.

Zordon

Stat Lv.99 +297 HP 5878 6868 ATK 1145 1640 RCV 645 942 Zordon

God / Healer [4982] Active Skill: Change Fire, Dark, Jammer, Poison, Mortal Poison orbs to Water orbs; For 2 turns, 3x ATK for Water Att.

(15 ➧ 15) Leader Skill: [Board becomes 7×6] 2x HP & ATK for Water, Light Att.; 3x ATK when 5 or more combos

[4/36/1]

Only one form here, which happens to be both a card you’d normally use and an equip at the same time. It’s unlikely you would want to use this as a sub from its inability to be limit broken and overall weak awakenings, but lead-wise isn’t too bad, being one of the only 7×6 leaders who gives 2x HP and has an incredibly easy to obtain ATK multiplier on top of that. There aren’t too many pairings that can utilize this type of leader, but something like Velkhana from MH collab could work.

Using as an equip is much more fitting however. Alongside other PR 6★ rolls, this offers utility via an equip that’s incredibly easy to obtain compared to other equips that offer similar awakenings. Allowing a card to be unbindable is huge, especially on leads who happen to not be, and being unbindable is increasingly more beneficial in the later dungeons with giant whole team binds. The 4 water rows are also great filler awakenings for really any water row team, even if the unbindability isn’t needed.

Exchangables

Alpha 5 (500,000 MP)

Stat Lv.99 (+297) Lv.110 (+297) HP 3245 (4235) 4219 (5209) ATK 1645 (2140) 2139 (2634) RCV 668 (965) 868 (1165) Alpha 5

Machine / Healer [4981]

Active Skill: For 1 turn, 3x ATK for Fire Att.; Create 3 Fire orbs

(10 ➧ 10) Leader Skill: 6x ATK when all cards are from ; 3x ATK when 6 or more combos

[1/324/1]

Although MP is becoming much easier to obtain from events giving loads of anniversary tamas , it’s still probably better to save the MP rather than spending it on cards like this. Nothing really stands out from this purchase and you’ll likely never use it on any teams. Seems like a safe skip unless you want to collect, which is a valid reason from this card being an NA exclusive.

Goldar (5 rainbow coins)

Stat Lv.99 (+297) Lv.110 (+297) HP 3265 (4255) 4245 (5235) ATK 1863 (2358) 2422 (2917) RCV 10 (307) 13 (310) Goldar

Physical / Attacker [4975]

Active Skill: Reduce HP by 50%; Deal 50x Light damage to an enemy; Create 4 Light, Dark orbs

(8 ➧ 8) Leader Skill: 4x ATK when below 80% HP; 2.5x ATK when matching 6 or more connected Light or Dark orbs

[1/100/1]

Because the coin exchange is 5/5/5, meaning 5 bronze for 1 silver, 5 silver for 1 gold, and 5 gold for one rainbow, any of these exchangables would take a good amount of farming to obtain. This one is a pretty easy pass and is not worth the time and effort to obtain, as nothing about it is too unique or relevant on any teams.

Rita Repulsa (5 rainbow coins)

Stat Lv.99 (+297) Lv.110 (+297) HP 2585 (3575) 3361 (4351) ATK 1643 (2138) 2136 (2631) RCV 402 (699) 523 (820) Rita Repulsa

Devil / Healer [4976]

Active Skill: For 1 turn, reduce damage taken by 50%; Change Wood, Heal orbs to Fire orbs

(9 ➧ 9) Leader Skill: 1.5x all stats for Fire Att.; Increase orb movement time by 5 seconds; May survive when HP is reduced to 0 (HP>50%)

[2.25/2.25/2.25]

Another rainbow exchange card you can safely pass on. The only reason to consider this is if you want something with tape resist that’s not from a super awakening, but there have been exchangeables in the past that are better overall.

Zeo Gold Ranger (5 rainbow coins)

Stat Lv.99 (+297) Lv.110 (+297) HP 4845 (5835) 6299 (7289) ATK 1545 (2040) 2009 (2504) RCV 168 (465) 218 (515) Zeo Gold Ranger

Physical / God [4980]

Active Skill: For 1 turn, 2x ATK for Light, Dark Att.; Change all orbs to Fire, Water, Wood, Light, and Dark orbs

(10 ➧ 10) Leader Skill: 6x ATK when all cards are from ; 3x ATK when matching 4 or more colors

[1/324/1]

Probably the only one you’d want to get, as this can make a good damage stick for 7×6 teams from the 10c and 7c super awakening. Having 2 blind resist is also nice as achieving 100% can be done from having an equip somewhere else on the team. Leaderskill wise isn’t anything worth using and his active skill is pretty meh, but if you were to get at least one of these exchangeables, this would be the one.

Conclusion

Overall this is a really good machine to roll in, with every roll possessing value even in dupes for a lot of them. A lot of the initial hate and backlash toward the collab seem largely unjustified, and the 10 stone cost is reflective of the value in this machine rather than being double that of Yokai Watch. The one main downside to this collab is lack of bundles, but this was JP’s decision to make so we just gotta live with it. Plus we’re getting two free rolls rather than the one we usually get from logging in, granted you clear the collab dungeon, so in turn we kinda are getting that $1/2 bundle.

Trading for some of the 7★ will be expensive, and the Green Ranger or Ranger Slayer are really the only ones worth considering. The amount of value in Green Ranger is more than pretty much every other card that has been exchangeable at that price, where you’re essentially getting 5-in-1, so exchanging 5 cards you’d never use doesn’t seem like a bad offer. Ranger Slayer is only worth considering for endgame players with established boxes, so unless you have a clear team idea in mind you can pass on this.