Introduction

The 7-Stone Fujimi Fantasia Bunko Collab will be making an exciting debut in North America and comes as a bit of a surprise as had a strong possibility of never coming stateside.

This Collab is more top-rarity heavy; however, there is still a sizable amount of value at the bottom rarity. As such, it is worthwhile to roll a modest amount as many of the 7/8* cards come with unique and powerful kits that are hard to replicate elsewhere.

This article will summarize each card’s strengths and weaknesses to give players a better understanding of what each card can do for their Monster Box.

Video commentary

—video coming soon—



Overview

Fujimi Fantasia Bunko REM Pros & Cons – December , 2019 Pros Cons Debut event

Weapon Assists on all 7/8* cards

on all 7/8* cards High value at 7/8* No Weapon Assists for 6* Only one evolution form

Only 1 card can be Monster Exchanged Have to roll 7*

Top rarity heavy Collab

Fujimi Fantasia Bunko REM Rarities 8 Star base 7 Star base 6 Star base

Fujimi Fantasia Bunko REM Rankings – December , 2019 S A B C D

Order within each tier is random and not reflective of ranking

All icons show Base form

Regardless of card’s ranking, you should always keep it if it is your very first time acquiring them

Limit Breaking

Limit Breaking is the process of leveling a card beyond level 99. This will unlock more weighted stats along with the potential to receive Super Awakenings. These additional awakenings can add significant power, but only function in solo mode.

Any card that can qualify for Limit Breaking will have their level displayed in blue and feeding a Super Snow Globe will push them beyond the level 99 cap.

You can read more about Super Awakenings HERE.

Monster Exchange

The Monster Exchange System has mostly eliminated the need to roll in most events as players can simply trade in for a card of their choice. This is often done during lackluster events to avoid spending Stones on poor bottom rarity cards or to snipe a specific card if luck is not on your side.

Weapon Assists

Weapon Assists are a special evolution for select cards that will be used exclusively as inherits. This form retains the same base stats as the original form, but will also transfer over all awakenings on the Weapon Assist card and this occurs if the Awoken Assist is present.

My approach to Collab rolling

Rolling any Rare Egg Machine is a gamble and it becomes a matter of maximizing your rate of returns in an event.

This translates into rolling when the bottom rarity has high value as those will be the most common cards. Furthermore, I may utilize the Monster Exchange system to acquire the higher rarity cards if they will significantly advance my progress. As such, I tend to look most closely at the common cards to determine if it is worth rolling in.

This is just my own personal approach and everyone has different goals/motivations so take this section with a grain of salt.

8 Star base

Lina Inverse – S

Active: For 1 turn, increase combo count by 1; Unlock all orbs; Create 15 Fire, Dark orbs over any orb (23 -> 18 turn cooldown)

Leader Skill: 2x HP & ATK for Fire Att.; 8x ATK when matching 2+ Fire combos [4/256/1]

Awakenings:

Super Awakenings:

Typing: Attacker

Weighted Stats (Limit Break): 1179 (1474)

HP 3280 (4100) / ATK 3200 (4000) / RCV 633 (791)

Weapon Assist:

Pros Cons Active forms perfect 15-15 Fire/Dark board

4 Dragon Killers 81x personal damage

Modest leader skill Only effective against Dragons

LS hindered by 2 Fire combo clause

Lina Inverse is the first and only 8-star card within the Fujimi Fantasia Bunko Rare Egg Machine and her base form provides a staggering 4 Dragon Killers .

This enables her to always deal 81x personal damage against any Dragon spawn which is outrageous to say the least. While we do have numerous Killer cards available, none possess 4 of the same kind and takes away the issues of finding overlapping spawn typings.

With that being said, Lina Inverse’s Base form is only effective against Dragons and while they do have a reasonably strong Leader Skill, it is marred by the 2 Fire combo clause.

While 2 Fire combos is still 6 orbs total, it is not made equal to blob leaders such as Raoh as they can proc from any 6+ match including VDP . By comparison, Lina Inverse teams would require 9 Fire orbs for the VDP plus an additional 3 for the Leader Skill requirements.

Finally, Lina Inverse’s active is shared between her Base and Evolved forms and comes with the ability to spawn a perfect 15-15 Fire/Dark board on 6×5. This is quite interesting as players can always achieve 10 combos and will most certainly have merits in a variety of content.

Lina Inverse

Active: For 1 turn, increase combo count by 1; Unlock all orbs; Create 15 Fire, Dark orbs over any orb (23 -> 18 turn CD)

Leader Skill: 1.5x all stats for Fire Att.; Increase combo by 1 when matching Fire, Dark at once; 4x ATK when matching 4 or more connected Fire orbs up to 14x at 9 orbs [2.25/441/2.25]

Awakenings:

Super Awakenings:

Typing: Attacker / Healer

Weighted Stats (Limit Break): 1200 (1500)

HP 3380 (4225) / ATK 3200 (4000) / RCV 665 (831)

Weapon Assist:

Pros Cons Active forms perfect 15-15 Fire/Dark board

Tremendous Devil Killing potential Has VDP Can use Devil Killer latents

Leader Skill grants +1 combo for Dark + Fire match Not tied to ATK multiplier

LS is quite orb hungry Scales bad at 6 Fire orbs

Does not contribute to Raoh’s system

Lina Inverse’s Evolved form boasts tremendous VDP potential along with the ability to either block Tape or Jammers . While neither mechanic is exceptionally vital, having it completely covered by an already powerful card is meaningful and may help open up new team building options.

With that being said, her main appeal will be her ability to destroy Devil type spawns. Lina Inverse naturally owns two Devil Killers along with two 7 Combos which translates into 36x personal damage and if a VDP is also formed, this number jumps to 90x. This is pretty magical and the inclusion of VDP means she can be used across a wider variety of content as none of the damage is wasted along with her having reasonable output against non-Devils.

Looking at her Leader Skill, she offers an impressive 2.25/441/2.25 multiplier but will actually be less magical overall. This is because I feel 2.25x HP/RCV is one of the weaker multipliers as it may often not provide enough Effective Health to survive along with the RCV being there, but may or may not always be enough. By comparison, 4x HP / 1x RCV will survive every preemptive and healing can easily be addressed. Furthermore, her ATK scaling with 6 Fire orbs (usually a row) is only 144x ATK. While this is still serviceable, it will place strain on damage output.

With that being said, she can pair with Raoh which will grant Auto Follow Up Damage and more reliable output at 6 linked Fire orbs (210x ATK). This pairing will grant 3x HP / 1.5x RCV which may allow more survivability and the bonus combo count from matching Dark can help trigger 7 Combo awakenings.

Overall, Lina Inverse’s Evolved form is a Devil Killing machine who has the capacity to pair with Raoh. The main drawback is she will not contribute to the System which tends to be the most efficient way to use him.

Weapon Assist:

Active: Charge allies’ skill by 2 turns; For 2 turns, 3x RCV; For 2 turns, 3x ATK for Fire Att. (13 -> 13 turn CD)

Pros Cons Only Weapon Assist with Tape + SB 13 CD is okay

Lina Inverse’s Weapon Assist is the only one that provides both Tape and a Skill Boost . For the most part, Skill Boost Weapons are used for Ranking Dungeons or Farming as it enables key actives to come up right away as stalling is less favourable. As such, it has less merits in other content such as Arenas as players tend to stall most of the time.

On the other hand, there is one key exception to these general statements: Fagan Rai . Fagan Rai teams must have 22 Skill Boosts in order to activate his transformation and by including a useful Resist along side, may encourage players to use this and subsequently modify their team accordingly.

7 Star base

Base Gourry Gabriev – S

Active: For 1 turn, Light orbs are more likely to appear by 25%; Change far right column to Light orbs (13 -> 8 turn CD)

Leader Skill: 3x ATK & RCV for Light Att.; Increase orb movement time by 2 seconds; 5x ATK and reduce damage taken by 25% when matching 4 or more connected Light orbs [1/225/9/43.75%]

Awakenings:

Super Awakenings:

Typing: Attacker

Weighted Stats (Limit Break): 1087 (1359)

HP 5805 (7256) / ATK 2495 (3119) / RCV 23 (29)

Weapon Assist:

Pros Cons Easy to use Leader Skill Evolved form is much stronger

LS has low Effective HP

Base Gourry Gabriev is the first 7* card within the Fujimi Fantasia Bunko Rare Egg Machine and comes with an easy to use Leader Skill as it only requires 4 Light orbs to trigger the full 225x ATK. This is quite easy to do and can synergize with blob leaders such as Tifa or Haohmaru as the condition is 4 or more connected.

With that being said, their Leader Skill has low Effective HP and almost too much RCV which makes Tifa pairings somewhat moot. Furthermore, their 4 TPA will go to waste if pairing with Blob leaders.

While Gourry Grabriev can still be used for a variety of content, I would more so view them as a transitional leader until something stronger comes along. Thankfully, their Evolved form is a tremendously powerful sub.

Gourry Gabriev

Active: For 1 turn, Light orbs are more likely to appear by 25%; Change far right column to Light orbs (13 -> 8 turn CD)

Leader Skill: 2x HP for Attacker type; 4x ATK when matching 4 or more colors; 4x ATK and reduce damage taken by 25% when 7 or more combos [4/256/1/43.75%]

Awakenings:

Super Awakenings:

Typing: Attacker / Physical

Weighted Stats (Limit Break): 1107 (1384)

HP 6005 (7506) / ATK 2495 (3119) / RCV 23 (29)

Weapon Assist:

Pros Cons Massive personal damage Triple 7 Combo VDP (not tied to SA) Devil Killer Can use Devil Killer latents

100% Poison Resist

Wonderfully stacked card Light is saturated with strong subs?

Cannot Monster Exchange for him

Gourry Gabriev’s Evolved form is truly spectacular and is one of the most heavily stacked cards I have seen in Puzzle and Dragons due to the sheer amount of value they bring as a single card.

Firstly, they have amazing damage output as they have triple 7 Combo along with a VDP . These two together is one of the most balanced spread of offensive awakenings as they will have 8x personal damage with any 7 combos and jumps to 20x with the 3×3 Box.

This alone is quite strong but GungHo threw in a Devil Killer which is arguably the most valuable Killer at this point in time due to the heavy presence of Devils in current end game content. This puts them alongside Ranger Slayer as both share this same offensive spread but Ranger Slayer uses a God Killer instead along with around 1,000 more ATK.

Fortunately for Gourry Gabriev. they set themselves even higher up due to the natural inclusion of Super Poison Resist . This is amazingly powerful as players can ignore one of the more dangerous mechanics in the game without any Weapon Assists and comes with an already offensive stacked card. This means a team with Diaochan and Gourry Gabriev will fully resist Blinds and Poison mechanics.

Putting all of these factors together is quite spectacular and is almost hard to believe such a stacked card exists. As a possible drawback, Light is arguably the strongest colour from a sub point of view (eg. ) but with that being said, Gourry Gabriev is pretty phenomenal and will most likely be included on many team compositions.

Finally, the only real major downside is the fact that Gourry Gabriev cannot be Monster Exchanged for and must be rolled.

Weapon Assist:

Active: For 1 turn, bypass att. absorb shield effects; Deal 3,000,000 Light damage to all Dark Att. enemies (10 -> 10 turn CD)

Pros Cons 6 Million Button Damage to Dark monsters

Follow Up Attack Evolved form is so strong

The fun with Gourry Gabriev does not stop in their Evolved form as their Weapon Assist is the only card in the game that provides an inheritable Follow Up Attack .

A year ago, this would have been mind blowing but with the introduction of Auto Follow Up Attack leaders, the value of FUA has decreased. Furthermore, quite a few commonly used cards already come with it so it may not be truly needed.

With that being said, the active that is attached to this Weapon is situationally powerful as it provides a 6,000,000 Button damage to all Dark enemies while also cancelling attribute absorbs for 1 turn.

This high damage Button on a low cooldown is also not tied to a card’s ATK so it can be inherited on any card for the Button damage.

Base Orphen – S

Active: Reduce HP by 50%; Unlock all orbs; Change Heal orbs to Dark orbs; Lock Dark orbs (8 -> 3 turn CD)

Leader Skill: 4.5x ATK and reduce damage taken by 25% when 4 or more combos; 2x ATK when matching 4 or more connected orbs up to 4x at 6 orbs [1/324/1/43.75%]

Awakenings:

Super Awakenings:

Typing: Balance

Weighted Stats (Limit Break): 1089 (1361)

HP 4293 (5366) / ATK 2490 (3112) / RCV 485 (606)

Weapon Assist:

Pros Cons Fast charging active skill -50% HP cut Heart -> Dark + Lock Dark

Three <50% awakenings Lacks VDP Damage can go to “waste”

Lower Effective HP via LS

Better in other forms

Orphen’s Base form features the exciting triple <50% awakenings which grants him 8x personal damage against all spawns when below half health. These awakenings naturally have merits on teams who wish to be low health along with those who wish to farm content quickly.

This is because the personal damage does not have a combo threshold to trigger which enables swipe solves or little comboing.

With that being said, a lack of VDP may exclude him from certain team compositions due to his main role going to waste against any Void spawn. Thankfully, their other forms offer a wide variety of utility and the best form will be dependent on your Monster Box.

Oprhen

Active: Reduce HP by 50%; Unlock all orbs; Change Heal orbs to Dark orbs; Lock Dark orbs (8 -> 3 turn CD)

Leader Skill: 1.5x all stats for Dark Att.; 3x ATK when 6 or more combos; 4x ATK and reduce damage taken by 50% when below 50% HP [2.25/324/2.25/75%]

Awakenings:

Super Awakenings:

Typing: Balance

Weighted Stats (Limit Break): 1109 (1386)

HP 4293 (5366) / ATK 2590 (3238) / RCV 485 (606)

Weapon Assist:

Pros Cons Fast charging active skill -50% HP cut Heart -> Dark + Lock Dark

Strong LS multipliers

Can use any Dark sub

Strong sub on their own High personal damage

Balance typing Can use any latent

Must be below 50% to deal meaningful damage

Damage Reduction only occurs <50% Shield only takes effect if below 50% when getting hit Healing can be deadly

Should ideally own Zaerog Core

Orphen’s first Evolved form grants him newfound leadership and sub potential due to a more efficient Effective Health mechanic and inclusion of VDP . While he does trade away the ease of activation from three <50% , the ability to damage Void spawns can be invaluable.

As a leader, Orphen has an interesting Damage Reduction aspect that provides a massive 75% shield when below 50% HP on top of 2.25x HP/RCV. This creates an interesting situation as Orphen teams also require being below half health.

With this in mind, it makes sense that a 1-turn HP cut card such as Zaerog Core is utilized but the larger predicament comes down to accidental healing.

Using a single Zaerog Core active provides a -50% cut which triggers all of the perks and benefits. Sadly, Damage Reduction from this type of Leader Skill only occurs when damage is taken, not before matching orbs. Thus, matching Heal orbs will push players above 50% and subsequently losing their Damage Reduction aspect. This can make juggling health for preemptives more dangerous or when -100% Gravities / Gravity + Hit combos exist.

With that being said, the Effective Health is there if players can manage their HP along with a solid 324x ATK multiplier that only requires 6 combos. This can ease the VDP + FUA requirements as pairing with Ina is not as ideal.

Oprhen

Active: For 3 turns, reduce damage taken by 30%; Change all orbs to Light, Dark, and Heal orbs (11 -> 11 turn CD)

Leader Skill: [Board becomes 7×6] 4.5x ATK & RCV when 8 or more combos; 2x ATK and reduce damage taken by 25% when matching Light+Dark [1/81/20.25/43.75%]

Awakenings:

Super Awakenings:

Typing: Balance

Weighted Stats (Limit Break): 1109 (1386)

HP 4293 (5366) / ATK 2590 (3238) / RCV 485 (606)

Weapon Assist:

Pros Cons 4 Team HP

10x personal damage with 10 combos

Strong 7×6 LS Lacks VDP Damage can go to “waste”

Not naturally Bind Immune

Orphen’s other Evolved form is able to provide a 7×6 board along with respectable multipliers, albeit low ATK. Furthermore, the 4 Team HP awakenings and high personal damage help provide bulk and make up for the lower ATK multiplier.

Looking at Orphen, I do see some similarities to Tifa in that both are high RCV 7×6 leaders but have different activation requirements.

Orphen is able to fully activate when matching Light and Dark which should almost always be doable on a given 7×6 board; however, Tifa provides Rows which increases the potency of all team members along with having a much higher ATK multiplier.

While we tend to have enough damage for the majority of content, dungeons such as AA3 can push your output to the limits as spawns have millions upon millions of HP. This may or may not lead to insufficient damage or may force players to bring more passive team damage or offensive cards.

Weapon Assist:

Active: For 99 turns, Dark orbs are more likely to appear by 7%; Change all orbs to Light, Dark, and Heal orbs (15 -> 15 turn CD)

Pros Cons 99 Turn Dark Skyfall

Full Bind Immunity

Time Extend+ 15 turn CD is an awkward number

Orphen’s Weapon Assist is able to provide Full Bind Immunity along with an entire extra second of orb movement time. Furthermore, it comes with the same glorious 99 turn Dark Skyfall buff Hiei provides which can help ensure Dark teams always have orbs at the ready.

This is valuable as not all teams want to run Hiei (eg. wrong typing) but are still orb hungry. As such, he would often be inherited but by now giving additional perks, can help justify this usage. Furthermore, the tri elemental board changer is always helpful.

With that being said, the largest drawback is the 15 turn cooldown. If you are purely using this Weapon for Bind Immunity (less concerned for the active), the cooldown margin is reasonable as it is less likely to charge up. On the other hand, most players probably want this active as soon as possible and unless it is inherited on a short CD card, it may not charge up in time.

Base Claiomh Everlasting – A

Active: For 1 turn, 0x RCV; For 1 turn, increase orb move time by -2 seconds; Change top row to Light orbs (8 -> 3 turn CD)

Leader Skill: 5x ATK when matching 2+ Light combos; Increase orb movement time by 2 seconds; 3x ATK and reduce damage taken by 25% when matching 5 or more connected orbs [1/225/1/43.75%]

Awakenings:

Super Awakenings:

Typing: Attacker

Weighted Stats (Limit Break): 1089 (1361)

HP 3140 (3925) / ATK 2618 (3272) / RCV 753 (941)

Weapon Assist:

Pros Cons Valuable active 3 turn CD Two negative effects Overwrites debuffs Generates a row of Light

Full Poison Resist

Naturally Bind Immune

Cloud Resist Too many L’s

Competes with Diaochan

LS is nothing special

Claiomh Everlasting’s Base form reminded me greatly of Diaochan as both share low cooldown actives and provides a sizable amount of utility through their awakenings as well as actives.

Firstly, Claiomh Everlasting provides full Poison Resist which will completely counter all poison generating mechanics (will not stop Skyfalls) and can help alleviate team building requirements.

Furthermore, the natural inclusion of L’s provide a counter to Locked orbs along with being able to tap into Cloud Resist via Super Awakenings. This is quite impressive for a single card and players just need to be aware that she will most likely end up dealing low damage at best but the sheer utility makes up for it.

Building upon this, Claiomh Everlasting’s active is quite amazing and will generate a row of Light orbs at the top. This should not be on a 3-turn cooldown and is adjusted via two negative effects. Firstly, 0x RCV for 1 turn will prevent healing but will also overwrite RCV debuffs. This is invaluable against Brachys spawn in AA3 due to their lengthy 0.25x RCV debuff and being able to overwrite it quickly will help counter one of the many hurdles presented in this dungeon.

With that being said, Tifa tends to dominate Light teams and her 6x RCV lowers the risk of RCV debuffs. Of course going down to 1.5x RCV is not ideal but depending on the other leader pairing, may still work out. On the other hand, the -2s orb movement time is also used to overwrite any Time Debuff.

As a whole, Claiomh Everlasting will provide valuable utility for mono Light teams but will face stiff competition from the highly competitive Light sub pool as well as having some overlapping with Dioachan. With that being said, I personally favour Diaochan due to the Blind Resist being more important compared to Poison at this point in time along with the lower need to overwrite RCV debuffs for Tifa.

Claiomh Everlasting

Active: For 1 turn, 0x RCV; For 1 turn, increase orb move time by -2 seconds; Change top row to Light orbs (8 -> 3 turn CD)

Leader Skill: 2x HP for Light, Dark Att.; Increase orb movement time by 2 seconds; 15x ATK and increase combo by 2 when matching 9 or more connected Light orbs at once [4/225/1]

Awakenings:

Super Awakenings:

Typing: Attacker / Healer

Weighted Stats (Limit Break): 1109 (1386)

HP 3140 (3925) / ATK 2718 (3398) / RCV 753 (941)

Weapon Assist:

Pros Cons Big VDP damage

damage Valuable active 3 turn CD Two negative effects Overwrites debuffs Generates a row of Light

Low damage without VDP

LS requires 9 Light orbs Weaker Beach Veroah



Claiomh Everlasting’s Evolved form trades out higher level of utility for sizable VDP damage. While this can be meaningful to some players, I feel she is lacking compared to other options due to a lack of damage without the VDP.

Generally speaking, players will only form the 3×3 Box when it is required and will result in Cleo Everlasting dealing minimal damage otherwise.

With that being said, it does have synergy with her own Leader Skill as she functions like Beach Veroah in that players must match 9 connected Light orbs to trigger her full multiplier. Sadly, she is much weaker by comparison due to the lower bonus combo count (+2 vs +3) and lower ATK multiplier (225x vs 324x).

This is not to say she will be a terrible leader, more so will not be as powerful and I feel her Base form provides more overall value.

Weapon Assist:

Active: For 1 turn, 2x ATK for Light Att.; Change top row and bottom row to Light orbs (15 -> 15 turn CD)

Pros Cons Double Light Row maker

Enhanced Heal Orb

L No Resists

Claiomh Everlasting’s Weapon Assist is able to provide a fair amount of utility along with double Light row generation. The utility comes in the form of an Enhanced Heal Orb and L awakening. The small amount of additional healing can add up on a high RCV card and the ability to unlock orbs without an active helps for future orb changers that lack an unlock function.

Furthermore, this Weapon will also generate 12 Light orbs in 2 separate rows. This has applications for farming as it also provides a 2x burst but can be used in difficult content as it will ensure a VDP can be formed.

With that being said, this Weapon lacks Resists which may or may not be an issue and I feel it competes somewhat with Yellow Ranger’s Weapon Assist which I have become quite biased towards due to the ease of access and my success with it in AA3.

Base Sousuke Sagara – A

Active: Delay enemies for 1 turns; Change Wood, Light, Jammer, Poison, Mortal Poison orbs to Dark orbs (13 -> 8 turn CD)

Leader Skill: 1.5x all stats for Dark Att.; Increase orb movement time by 2 seconds; 7x ATK when matching 2 Dark combos, up to 10x at 3 Dark combos [2.25/225/2.25]

Awakenings:

Super Awakenings:

Typing: Attacker

Weighted Stats (Limit Break): 1088 (1361)

HP 4075 (5094) / ATK 2933 (3666) / RCV 283 (354)

Weapon Assist:

Pros Cons Double orb changer that does not remove Hearts

6 >80% awakenings Only card that does 11.4x personal damage to all spawns

awakenings LS is orb hungry 3 Dark combos Difficult to VDP

Damage tied to being above 80%

Sousuke Sagara is able to gain 6 >80% awakenings when using their Super Awakening and this results in 11.4x personal damage to all spawns when above 80% health.

This is pretty magical and will have merits in Ranking Dungeons and Farming as it will trigger from any combo assuming the health is high enough. With that being said, it is arguably the weakest/most unreliable offensive awakening as the window for success is quite small.

With this in mind, his other forms offer more reliable damage output as they are focused around 7 Combos .

Sousuke Sagara & Arbalest

Active: Delay enemies for 1 turns; Change Wood, Light, Jammer, Poison, Mortal Poison orbs to Dark orbs (13 -> 8 turn CD)

Leader Skill: 2x HP for Machine type; 3x ATK when matching 2+ Dark combos; 6x ATK and reduce damage taken by 25% when 6 or more combos [4/324/1/43.75%]

Awakenings:

Super Awakenings:

Typing: Attacker / Machine

Weighted Stats (Limit Break): 1108 (1386)

HP 4075 (5094) / ATK 3033 (3791) / RCV 283 (354)

Weapon Assist:

Pros Cons Double orb changer that does not remove Hearts

Triple 7 Combo High ATK

VDP or Full Blind via SA

or Full Blind via SA FUA LS requires 2 Dark combos Harder to VDP

Must use Machine types

Cannot have both VDP and Full Blind

Sousuke Sagara & Arbalest offers a strong damage solution to mono Dark teams due to their triple 7 Combo plus VDP combination. This allows him to deal meaningful damage against all spawns and will still be effective; furthermore, his naturally high ATK will help his damage go even further. Unfortunately, in order to achieve this, Sousuke Sagara & Arbalest must give up the chance on using Super Blind Resist .

Super Blind Resist is incredibly powerful but without a VDP, he will not be able to effectively harm Void spawns. As such, players will have to determine which is more important to them and whether or not their team can bring enough Piercing damage.

Sousuke Sagara & Laevatein

Active: For 1 turn, increase combo count by 2; Create 5 Fire, Water, Wood, Light, Dark, Heal orbs over any orb (12 -> 12 turn CD)

Leader Skill: 2x HP for Attacker type; 7x ATK when matching 4 or more colors; 2.5x ATK for each cross of 5 Fire, Water, Wood orbs; 2.5x ATK for each cross of 5 Light, Dark orbs [4/2916888.25/1]

Awakenings:

Super Awakenings:

Typing: Attacker / Machine

Weighted Stats (Limit Break): 1108 (1386)

HP 4075 (5094) / ATK 3033 (3791) / RCV 283 (354)

Weapon Assist:

Pros Cons Active always makes 5 of each element +2 combo count

LS can deal comical amounts of damage

Tape Resist

VDP or Full Blind via SA Rainbow Colour Cross leader Inconsistent Requires solution for Voids Resolve may be harder Restricted to Attacker types



Sousuke Sagara & Laevatein is the other Evolved form and trades some offensive power for natural Tape Resist . I feel this is less ideal due to the fact that you want your offensive cards to hit as hard as possible and rely on other subs for the utility as needed. With that being said, it may make it easier to justify using Super Blind as the VDP damage may not be sufficient for your needs.

On the other hand, their active is now Rainbow-oriented along with his Leader Skill relying on Rainbow Colour Crosses.This is a pretty wild concept and does have the potential for outrageous damage potential but will be inconsistent and faces difficulties in combo shields, Voids, and Resolve. While there are actives (including their own) to overcome these hurdles, it is a large amount of effort overall.

With this in mind, I am less inclined to pursue this form as his other evolutions bring more to the table.

Weapon Assist:

Active: Becomes Team leader, changes back when used again; Enhance all orbs (18 -> 18 turn CD)

Pros Cons Fastest Leader Swap 18 turn CD

Comes with Resists Cloud Double Blind

?

Sagara’s Weapon Assist is actually pretty amazing, even if you have no interest in the Leader swapping aspect. There is only one other card that comes with Cloud and any Resist (Romia’s Weapon with 1 Poison Resist) and including two Blinds is pretty magical.

Furthermore, the 18 turn cooldown is quite ideal even if you have no interest in Leader Swapping as it is long enough to prevent accidental charging while at the same time being the fastest option available for this ability.

For the most part, Leader Swapping has died down in popularity (outside of Saline swapping) as many teams can function without a larger board as a common practice before was to enter with 7×6 and swap back.

With that being said, leaders such as Zaerog Core can greatly benefit from a larger board and his 1 turn CD helps hasten the swap. As such, a larger board can be taken advantage of while simultaneously providing Resists and on-colour stat transfer.

Base Kaname Chidori – S

Active: For 1 turn, increase combo count by 2; Unlock all orbs; Change all orbs to Water, and Light orbs (21 -> 16 turn CD)

Leader Skill: 2x HP & ATK for Water Att.; Increase orb movement time by 2 seconds; 6x ATK and reduce damage taken by 25% when matching Water+Light [4/144/1 Resist 43.75%]

Awakenings:

Super Awakenings:

Typing: Attacker

Weighted Stats (Limit Break): 1089 (1361)

HP 4260 (5325) / ATK 2668 (3335) / RCV 388 (485)

Weapon Assist:

Pros Cons Bicolour with +2 Combos

Super Poison

Huge Effective HP 4x HP 43.75% Damage Reduction

Evolved form is stronger

144x ATK is low

Kaname Chidori is the final 7-star card within the Fujimi Fantasia Collab and their Base form comes with an incredibly tanky Leader Skill. 4x HP / 43.75% Damage Reduction when matching Light and Water is relatively easy to achieve and ensures you really cannot die outside of massive executions.

This degree of Effective HP is on par with Dark Metatron but has no HP requirement which makes it even easier to survive. Sadly, the 144x ATK multiplier is on the low end along with all of their offensive awakenings being TPA . TPA tends to be less dominating due to the presence of blob leaders but Kaname Chidori can make use of them as they do not have a blob requirement.

This can lead to high personal damage but just be aware that a lack of VDP means she will fail to pierce through Void spawns.

Finally, Kaname Chidori’s is able to gain full Poison Immunity via Super Awakenings which can greatly open up inheritance slots as one key metric is already taken care of.

Kaname Chidori

Active: For 1 turn, increase combo count by 2; Unlock all orbs; Change all orbs to Water, and Light orbs (21 -> 16 turn CD)

Leader Skill: 1.5x all stats for Water, Light Att.; Increase orb movement time by 3 seconds; 9x ATK and reduce damage taken by 25% when matching Water+Light; Increase combo by 1 when matching Water, Light at once [2.25/182.25/2.25 Resist 43.75%]

Awakenings:

Super Awakenings:

Typing: Attacker

Weighted Stats (Limit Break): 1109 (1386)

HP 4260 (5325) / ATK 2768 (3460) / RCV 388 (485)

Weapon Assist:

Pros Cons +2 combos via LS

+6 seconds orb movement time with dual leaders

Solid multipliers

High personal damage with 10c & VDP

& VDP Gentle team building requirements

Full Poison Resist 182.25x ATK is on the low end

Long CD on active Does not generate Hearts



Kaname Chidori’s Evolved form is a significant upgrade in most regards as they trade in their TPAs for VDP and 10 Combo along with having a stronger Leader Skill.

As a leader, they lose some Effective HP to gain RCV, higher ATK, bonus combos, and more orb movement time. The +2 combos from matching Light and Water is quite easy to achieve and will help secure damage from her 10 Combo awakening. This bonus combo aspect is important against combo shields, especially those with Void or Resolve. Furthermore, the 43.75% Damage Reduction is quite easy to achieve.

While each component of her leader skill is not exceptionally strong, they all add up to produce something quite powerful. Ease of activation is a major determinate of a team’s success and only requiring a combo of two specific colours is quite easy to achieve along with having tremendously flexible team building options.

On the other hand, the inclusion of 10 Combo tends to restrict Kaname Chidori to 7×6 or her own team, she can be efficiently used on Beach Veroah who gain +6 combos for a 9-match of Water orbs. As such, players only need to match another 3 to hit 10 which will trigger all of her offensive awakenings.

With that being said, Kaname Chidori’s main drawback will be a lower ATK multiplier along with their active being tied to a lengthy cooldown that does not produce Hearts. This means it may end up being “dead” against Resolve spawns as Water has no Auto Follow Up Damage option.

Weapon Assist:

Active: Deal 300x ATK Water damage to an enemy; Delay enemies for 3 turns (15 -> 15 turn CD)

Pros Cons Skill Boost

>80%

Reasonably long CD

Benefits Fagan Rai Active is underwhelming for Fagan Rai

Kaname Chidori’s Weapon Assist is able to provide a Skill Boost and >80% awakening that is tied to a reasonably long cooldown. These two awakenings help ensure actives charge up in time while also providing a modest damage increase to the owning card when above 80%.

This naturally fits on Farming or Ranking Dungeon teams but another application is for Fagan Rai and his Transformation requirements.

Fagan Rai requires 22 Skill Boosts to truly function and being able to have collateral benefits from your Weapon Assists is valuable. In fact, using this Weapon Assist on Fagan Rai will provide him with 24x personal damage to all spawns when above 80%.

With that being said, one possible drawback is a lackluster active for Fagan Rai teams as the Button Damage will have no effect in Arenas and while the Delay may or may not be needed. On the other hand, Farming teams may benefit from the 300x Button as it can be used to potentially sweep a given floor.

6 Star base

Amelia Wil Tesla Saillune – B

Active: For 1 turn, increase combo count by 1; Deal damage equal to 5% of enemies’ max HP (13 -> 8 turn CD)

Leader Skill: 3x ATK & RCV for Light Att.; Increase orb movement time by 2 seconds; 4x ATK when matching 1 Light combos, up to 6x at 3 Light combos [1/324/9]

Awakenings:

Super Awakenings:

Typing: Healer / Attacker

Weighted Stats (Limit Break): 1006 (1308)

HP 2597 (3376) / ATK 2245 (2918) / RCV 893 (1161)

Pros Cons Strong Healing solution via Naturally high RCV

Cloud Resist

Orb Skin Underwhelming active

LS is orb hungry and no Effective HP

Tifa solves many RCV issues

solves many RCV issues Low rolling rates due to Orb Skin

Amelia Wil Tesla Saillune is the first 6-star card within the Fujimi Fantasia Bunko Rare Egg Machine and also comes with an Orb Skin. This means she will have higher weighted stats compared to other cards at the 6-star rarity but also means she will be harder to roll.

Either way, Amelia’s main appeal will be as a healing solution due to the three Enhanced Heal Orbs and naturally high RCV. These two helps ensure a given team is able to heal back up to full with a 4-Heart match.

This power is best on high HP, low RCV teams which are common sights in this day and age. Unfortunately, Light teams tend to be dominated by Tifa (with a good chunk of Dark Karins ) who both provide sizable amounts of RCV. This may lead to players not including Amelia on their team as her main appeal has a significantly lower effect.

While large RCV debuffs do exist (eg. AA3 with -75%), certain team compositions may be able to survive or have an active that also provides and RCV buff to overwrite the debuff. Either way, the need to run Amelia at this point in time is lower but that may change if Tifa is dethroned.

Orb Skin

Zelgadis Greywords – B

Active: For 2 turns, 5x ATK for Wood, Dark Att.; Change far left column to Wood orbs and change far right column to Dark orbs (21 -> 16 turn CD)

Leader Skill: 4x ATK and reduce damage taken by 35% when above 50% HP; 3.5x ATK when matching Wood+Dark [1/196/1/57.75%]

Awakenings:

Super Awakenings:

Typing: Physical / Attacker

Weighted Stats (Limit Break): 907 (1179)

HP 5066 (6586) / ATK 2002 (2603) / RCV 0 (0)

Pros Cons 5x ATK for Wood & Dark for 2 turns

Generates a column of Dark and Wood

Potentially strong personal damage Does not come as a Weapon Assist

Personal damage can be unreliable

Zelgadis Greywords comes with a powerful, albeit long cooldown active. He is able to provide 5x ATK for all Wood and Dark cards for 2 turns which should be more than enough burst to kill a given spawn. Furthermore, he is able to generate a column of Wood and Dark.

This two-in-one effect is valuable for Farming as it can solve two problems with a single active. This means there is more space to counter other mechanics and can ease team building requirements.

With that being said, Zelgadis will primarily be used as an inherit for their active skill and lacks a Weapon Assist to transfer awakenings.

On the other hand, he does potentially have high personal damage when above 80% and a TPA is matched. This comes to 17.1x when Super Awakenings are taken into account. Unfortunately, players must remain above 80% and TPA will not trigger from full board swipes.

Majic Lin – A

Active: Create 15 Light, Dark orbs over any orb (19 -> 14 turn CD)

Leader Skill: 5x ATK for Light Att.; 2x HP for Dark Att.; 3.5x ATK when matching 6 or more connected Light or Dark orbs [4/306.25/1]

Awakenings:

Super Awakenings:

Typing: Balance

Weighted Stats (Limit Break): 907 (1180)

HP 3979 (5173) / ATK 1831 (2380) / RCV 430 (559)

Pros Cons Creates perfect 15-15 Light/Dark board

Potential damage stick on mono Light teams Requires SA for Bind Immunity

Magic Lin comes with a uniquely powerful active that is able to generate a perfect 15-15 Light/Dark board when used on 6×5. This has no additional animation and will always result in 10 combos when rearranged. This has the most practical applications for Ranking Dungeons where speed and combo count are of the utmost importance. It is not mandatory, but will give an edge for players chasing a Crown.

Beyond that, Magic Lin can potentially be used as an offensive option on mono Light teams due to the 5 Rows and strong VDP damage. Depending on your team composition, he may be a potential option but one major issue is that Light is already saturated with strong subs and Magic Lin also has lower weighted stats and only gains Bind Immunity with Super Awakenings which deprives him of a 7 Combo .

Volkan & Dortin – C

Active: For 1 turn, reduce damage taken by 50%; Change Water orbs to Wood orbs (11-> 6 turn CD)

Leader Skill: [Board becomes 7×6] 2x HP for Wood Att.; Increase orb movement time by 5 seconds; 7x ATK when 7 or more combos [4/49/1]

Awakenings:

Super Awakenings:

Typing: Physical

Weighted Stats (Limit Break): 907 (1179)

HP 5434 (7064) / ATK 1073 (1395) / RCV 446 (580)

Pros Cons Double Coop Boost Exceptionally high HP

Low base ATK Poor Button base Somewhat wastes offensive awakenings

Niche uses overall

1 Skill Boost

Volkan & Dortin comes with double Coop Boost awakenings which provides 2.25x stats when used in multiplayer. This leads him into providing a massive amount of health due to their naturally high HP and Team HP awakenings.

This is kind of cool but sadly impractical as players rarely worry about HP checks in multiplayer along with the main use for Coop Boost cards is to act as a Button base.

A Button base is a card with high ATK who inherits and active that deals damage based on the ATK of the base card. As such, Coop Boost cards tend to be desirable candidates as they enjoy inflated ATK.

Sadly, Volkan & Dortin comes with a measly 1,395 ATK at 110 which will usually cause them to be skipped over for stronger options.

Melissa Mao – B

Active: Reduce unable to match orbs effect by 5 turns; Unlock all orbs; Change all orbs to Fire, Dark, and Heal orbs (15 -> 10 turn CD)

Leader Skill: 3x ATK & RCV for Machine type; Increase orb movement time by 2 seconds; 4.5x ATK and reduce damage taken by 25% when matching Fire+Dark [1/182.25/9/43.75%]

Awakenings:

Super Awakenings:

Typing: Balance / Machine

Weighted Stats (Limit Break): 906 (1178)

HP 4135 (5376) / ATK 1795 (2334) / RCV 401 (521)

Pros Cons Powerful active

High personal damage against Machine & Balance types Can use any Killer latent

& Balance types Killers will rarely overlap

1 Skill Boost

Melissa Mao comes with a high number of Balance and Machine Killer awakenings along with the ability to use any Killer latent. This enables her to deal high amounts of personal damage to these spawns along with owning a potentially valuable active.

A tri colour board changer with Hearts is always welcome but she is also able to reduce unable to match orb effects by 5 turns. This means something like Evolved Gaia in 3P Arena 2’s ability to prevent matching Fire, Water, or Wood is cancelled. While this is a relatively rare mechanic, the ability to clear them did not really add length to Melissa Mao’s cooldown.

Unfortunately, Melissa Mao only comes with a single Skill Boost which may make it more challenging to have actives ready in time along with her Killers rarely overlapping. While she does have high damage against these spawns, she is only truly effective in certain situations.

Kurz Weber – C

Active: For 99 turns, increase orb move time by 1 seconds; Delay enemies for 1 turns (17 -> 12 turn CD)

Leader Skill: 2x HP for Machine type; 4x ATK on the turn a skill is used; 4x ATK when 4 or more combos [4/256/1]

Awakenings:

Super Awakenings:

Typing: Balance / Machine

Weighted Stats (Limit Break): 907 (1179)

HP 4034 (5244) / ATK 1913 (2487) / RCV 362 (471)

Pros Cons 99 turns of +1 second orb movement time

4 Skill Boosts Time buff not really needed for 99 turns

Kurz Weber comes with the ability to provide +1 second of orb movement time for 99 turns. This is unique but not truly needed as most teams should have sufficient Time Extend and players can find better ways of gaining additional movement time.

Generally speaking, actives that provide movement time are often a secondary effect and are usually used to overwrite existing debuffs. As such, waiting 12 turns for just movement time feels underwhelming.

Beast Priest, Xelloss – B

Active: For 1 turn, only Fire, Water, Wood, Dark orbs will appear; Change all orbs to Fire, Water, Wood, and Dark orbs (17 -> 12 turn CD)

Leader Skill: 3x ATK and 2x RCV for Attacker, Devil type; 5x ATK and reduce damage taken by 25% when matching 4 or more colors [1/225/4/43.75%]

Awakenings:

Super Awakenings:

Typing: Devil / Attacker

Weighted Stats (Limit Break): 908 (1180)

HP 3912 (5086) / ATK 2100 (2730) / RCV 290 (377)

Pros Cons Restricts Skyfalls to Fire, Water, Wood, and Dark Available at a lower rarity compared to other options

Double Dragon Killer Niche usage overall

Beast Priest, Xelloss is the final card within the Fujimi Fantasia Bunko Rare Egg Machine and comes with the ability to limit Skyfalls to four specific colours for a single turn.

This sounds strange at first as Hearts are not included but is actually an efficient tactic in Ranking Dungeons as it greatly increases the chance for Skyfalls. This is because each orb has a 25% (not 16.7%) of appearing which will often result in additional orbs being matched after.

While this is relatively niche, it can give players an edge when chasing a Crown. Furthermore, he comes with double Dragon Killer , VDP , and either Tape or L via Super Awakenings. These awakenings do have merits in Ranking Dungeons and he can possibly be a solution to Dragons spawns with Voids.

While all of this sounds nice, he will still be relatively niche overall.

Do I plan to roll?

I do plan on rolling the Fujimi Fantasia Bunko Rare Egg Machine as it does offer value across all rarities along with it being a debut event. This means several rolls should hopefully avoid duplicates but the event is still relatively top-heavy.

For my dream 8* card, Lina Inverse is the default winner and is a spectacular card overall. On the other hand, my choice for 7* was much closer as there are three I would ideally like to own: Gourry Gabriev , Sousuke Sagara , and Orphen .

Gourry Gabriev is able to function as an incredible Light sub but I already have a deep Light sub pool along with a complete Tifa x Haohmaru team. On the other hand, Sousuke Sagara would provide me with the fastest charging Leader Swap in the game that also comes with Resists. With that being said, I have not utilized Leader Swapping in a long time and am not sure if i would get enough value out of it.

As such, I feel that Orphen would benefit me the most as I did choose Zaerog Core as my free exchange and could subsequently build a powerful team with them. Finally, Majic Lin will provide me with the perfect 15-15 board for Ranking dungeons.

My Dream Rolls 8*

7*

6*



The above chart are the cards I would love to acquire from each rarity if I could choose one for my Mantastic account. This is my own personal opinion based on my Monster Box, goals and whether or not I have dupes.

Conclusion

The Fujimi Fantasia Bunko Rare Egg Machine is an exciting event as it has value across all rarities along with the 7/8-stars providing a sizable amount of power.

While this event is reasonably top heavy, owning several of the bottom rarity cards is still nice which makes it worth rolling in, at least a few times.

With that in mind, I do plan on rolling this event a modest amount on Monday and will hopefully secure some of the higher rarity cards.

Let me know what you think about the Fujimi Fantasia Bunko Rare Egg Machine event and how much you plan on rolling in the comments below.

Happy Puzzling!

If you enjoy my content, please consider turning off AdBlocker for this website. If you wish to directly support me, please consider clicking the image below.

After rolling in Fujimi Fantasia Collab