A collab that arrived to the JP server about a month ago that was met initially with negativity from its expensive 10 stone cost and mediocre rolling rates, but that didn’t stop the hype from it reaching the NA server. While the collab was live in JP, a voting survey went out where the three 7★ were picked, which did little to add value to the REM but did help make stuff like Yugi even more OP. Opinions of the value of this REM might still be varied, but there is undeniable value here that might leave many broke by the end of this collab’s 1st tenure.

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7★

Yugi Muto & Silent Magician (before transformation)

Stat Lv.99 +297 HP 1373 2363 ATK 2095 2590 RCV 448 745 Yugi Muto & Silent Magician

武藤遊戯＆沈黙の魔術師

Balanced

[5780] Active Skill: (20 ➧ 20)

Change all orbs to Light, Dark, and Heal orbs; Changes to [5781] for the duration of the dungeon Leader Skill: [1/81/1]

9x ATK when matching 9 or more connected Light or Dark orbs

The third “transform” lead to come to NA and is widely considered the next level of powercreep, surpassing the content clearing ability of most current popular leads such as Tifa or Ina for example. Yugi however presents the same problems as the other two transform leads, Fagan RAI and Kamen Rider Super-1 , with a high base cooldown of 20, meaning you’ll need to stack a lot of skillboosts in order for him to be effective, otherwise you’ll be stuck with an extremely weak lead and likely won’t last long.

Yami Yugi & The Dark Magician Duo (after transformation)

Stat Lv.99 +297 HP 6673 7663 ATK 2595 3090 RCV 798 1095 Dark Yugi & Dark Magician Student & Teacher

闇遊戯＆ブラック・マジシャン師弟

Balanced / Devil

[5781] Active Skill: (10 ➧ 10)

Change Fire, Water, Jammer, Poison, and Mortal Poison orbs to Dark orbs; For 2 turns, increase combo count by 2; For 2 turns, bypass damage absorb shield effects Leader Skill: [4/400/4]

[Disable Poison & Mortal Poison orb effects] 2x all stats for Devil type; 10x ATK when matching 6 or more connected Dark orbs; 1,000,000 additional damage when matching 6 or more Dark orbs

This form of Yugi is pretty much an all-in-one lead for all content in the game. The survivability is great with 4x to all stats (when dual pairing), the damage is impressive and simple to activate with a 400x multiplier, and on top of that the utility is extremely luxury with the complete removal of poison damage and bonus attack/autofua to handle resolve floors when activating the 6 orb match part of the leaderskill. That alone would make Yugi a top tier card to own, but he also brings massive personal damage with 4 VDPs and balanced typing, although it really won’t be high for most non-boss floors when just making a row. His active is also busted, bringing a strong orb changer with the added benefit of an extra 2 combos AND 2 turns of damage absorb void, making it great to have in Arena 5 and Alt Arena 3 when Machine Athena and Durga can spawn back-to-back.

In order to reap the benefits of this absolute unit of a card, you’ll need the skillboosts to support him. Before that however, the first problem presented is the devil type only restriction, similar to how Fagan RAI only accepts dragon types. In coop this is much less of a problem, but in solo with super awakens there are a limited amount of options available if you want to stay on color as well. Some strong 4 SB options include Genjuro from SamSho , Lajoa from DBDC , and even the UVO form of Yugi himself which will be discussed later. There are a couple pantheon cards as well which can fit nicely, most notably Revo Luci and Lumiel , whose new form will arrive to NA later.

The best option however comes from this collab, which is Winged Dragon who is virtually a 6 SB card from his active that gives +3 haste and transforms him into Dark Magician Girl , who really isn’t the flashiest of subs but is on type and provides a decent orb generating active on a low cooldown. A lot of template Yugi teams will use 2-3 of this card and designate the last sub(s) as another heavy hitter, with Yami Bakura , another card from this collab, being a common option (also explained later). However, these two subs in particular lack SBR and while it’s possible to run the badge to reach 90% resistance, this should be a last resort. One good example sub is Base Ruo from Orchestra for his double SBR and triple SB. Because Yugi’s active is useful on really any floor, you’ll likely use it enough to where any inherit won’t come up, so inherting a skillboost equip on him can lower the sub skillboost requirements from 20 to 18, assuming one on each lead. Out of all the options available, I’d say Vraska’s equip from MTG works the best from the strong active if it were to come up, but really anything will work.

Yami Yugi & Slifer the Sky Dragon

Stat Lv.99 (+297) Lv.110 (+297) HP 5573 (6563) 6966 (7956) ATK 3395 (3890) 4244 (4739) RCV 498 (795) 623 (920) Dark Yugi & Slifer the Sky Dragon

闇遊戯＆オシリスの天空竜

Balanced / Devil / God



[5782] Active Skill: (10 ➧ 10)

Remove all awoken skill binds; Change the top row to Dark orbs and change the bottom row to Light orbs Leader Skill: [4/400/1]

4x ATK and increase combo by 2 when matching 4 or more connected Light and Dark orbs at once; 5x ATK and 2x HP for Dark Att.

This form of Yugi is a lot less impressive than the transformed form, but is still quite strong in its own regard. The leaderskill has similar multipliers, although this one lacks the recovery the transformed version brings. The activation is pretty simple as well and is likely a bit more consistent, needing 4 of each dark and light to activate. The added combo is nice for getting past pesky combo absorbs that plague most 6×5 teams, but can make consistent VDP activation a little tougher since there’s no autofua when activating, meaning you’ll likely need certain actives like a tricolor board w/ dark, light, and hearts to be effective. The 5 row awakenings does take away from a TPA focused team, but you could always treat this form of Yugi as a row lead and even pair with other leads such as Ina to make up for its shortcomings.

Overall though this form fits best as a sub as the super blind resist awakening is universally useful anywhere, especially transform Yugi teams that are limited on which assists can be used, but of course this means you would own multiples. For those who are lucky enough to roll Yugi and can’t quite use the transform version as a lead from lack of subs, this is definitely the recommended form to make.

Slifer, the Sky Dragon Card

Stat Lv.99 +297 HP 5573 6563 ATK 3395 3890 RCV 498 795 Slifer, the Sky Dragon Card

オシリスの天空竜のカード

God

[5783] Active Skill: (10 ➧ 10)

Remove all awoken skill binds; Change the top row to Dark orbs and change the bottom row to Light orbs

Honestly, I would forget this equip form even exists. It’s not bad by any means but pales in comparison to the value either other form of Yugi brings. If you’re looking for extra row damage, Chuan is free and there are always opportunities to get more of her. Tape resist is great to have for most row teams, although plenty of cheaper alternatives exist, as well as super awakens. One thing to note however, and this will go for every other equip as well, is SBR equips are actually quite important for transform Yugi teams, so this equip could be extremely nice to own for him if you happen to own multiple dupes.

Which form do I make?

The obvious answer should hopefully be the base transform version as he is just insane as a lead from all he brings. While not mentioned, his usage as a sub is pretty limited as shorter cooldown 2-turn fujin actives exist and VDP damage is actually quite easy to get for most dark teams. If you were to use him as a sub, definitely go the UVO form as he can slot in quite well as a utility stick, or of course if you can’t use the base form as a leader. The equip is probably one of the best equips transform Yugi can have, but it’s recommended to use some of the other options available.

Should I trade for him?

Take this advice with a grain of salt, but getting him is quite expensive no matter what unless you’re insanely lucky since he only has a roll rate of 2%, with the alternative being to buy the $30 bundle and hope you get him with the 1/3 chance. Outside of that though you would likely get great and more importantly lasting value, since he’ll likely be a top tier lead for a while. However, he actually pairs well with other stuff so obtaining him to self-pair isn’t a necessity. For example, the new GFE, Nere , works great and brings 7×6. Stuff like Ina or Phenom can technically work too if you have them.

Yugi is undeniably powercreep, but whether or not that matters enough to trade will depend on the player. The only new content is Colosseum 2 which is beatable by most current popular leads such as Tifa or Minaka, so if you own strong teams of either for example there might not be much merit in trading. For others though Yugi will allow them to farm Colo 2 easier and would benefit from such a trade.

Seto Kaiba & Blue Eyes White Dragon

Stat Lv.99 (+297) Lv.110 (+297) HP 6920 (7910) 8650 (9640) ATK 3300 (3795) 4125 (4620) RCV 150 (447) 188 (485) Seto Kaiba & Blue-Eyes White Dragon

海馬瀬人＆青眼の白龍

Attacker / Dragon



[5784] Active Skill: (13 ➧ 8)

For 1 turn, no skyfall; Change the top row and the bottom row to Water orbs Leader Skill: [1/306.25/1, 75%]

5x ATK for Water Att.; Reduce damage taken by 50% when above 80% HP; 3.5x ATK when matching 6 or more connected Water orbs; 50000 additional damage when matching 6 or more Water orbs

The first water autofua lead to come to NA (JP has Coco Felkana ), which many have been wanting with the recent introduction of leads like Minaka or to pair with Beach Veroah who was obtainable from a recent Godfest. As a leader, there are some strengths and weaknesses, with the most obvious strength being the autofua that made leads like Ina and Raoh popular. The damage multiplier is quite good at 17.5x and the survivability is decent with a 50% shield when above 80% HP, but that HP conditional is his primary weakness as he offers no HP or RCV multiplier. Luckily the HP conditional is only tied to the shield, meaning your damage output will always stay up. This is the main problem with stuff like Yog who can’t sustain themselves in longer dungeons. Pairing with himself can make sense to offer a bigger shield, but either Minaka or BVeroah will offer greater benefits and should be the preferred pairs.

Besides being a strong leader, he offers pretty strong offense in this form as well with 3 rows to boost universal damage and up to 3 VDPs in solo alongside a passable latent killer selection and a gigantic ATK stat. The active is great as well, giving a generous amount of orbs on a low cooldown compared to other double orb changers such as Eugeo . The no skyfall part is harmless when using either of the suggested pairings, as 7×6 will give enough combos and BVeroah’s +3combo should be sufficient. This also counters the no skyfall debuff given by certain enemies such as Zeus Verse in aa3, allowing for better damage output in the later stages of that dungeon.

Seto Kaiba & Obelisk the Tormentor

Stat Lv.99 (+297) Lv.110 (+297) HP 6540 (7530) 8175 (9165) ATK 2660 (3155) 3325 (3820) RCV 650 (947) 813 (1110) Seto Kaiba & Obelisk the Tormentor

海馬瀬人＆オベリスクの巨神兵

Attacker / God



[5785] Active Skill: (15 ➧ 15)

Unlock all orbs; Create 15 Water and Dark orbs over any orbs Leader Skill: [1/400/1, 57.75%]

5x ATK for Water Att. and reduce damage taken by 35% when above 50% HP; 4x ATK when matching 6 or more connected Water orbs; Increase combo by 2 when matching 9 or more connected Water orbs at once

A more sub-oriented card than the base form, sporting strong and more widely applicable offensive damage with 3 7c’s and still a VDP in solo, although his killer selection is halved from the typing change. This form is pretty similar to Gourry Gabriev from Fujimi minus a devil killer, who happens to be one of the strongest light subs available for almost any team that can use him. Although Gourry’s subattribute could technically make him usable on water teams, this form of Kaiba’s water focus is a much better pick in that regard. Probably the weakest aspect of this form is the active, being similar to Lina Inverse’s perfect distribution bicolor. The active is fairly lengthy for what it provides and would be dependent on additional factors such as skyfall, other actives, or a leaderskill clause since a 15/15 bicolor would only give a 6combo VDP board at maximum, taking away a lot of the potential damage this form would provide. On 7×6 it’s less effective since not every orb would be transformed and most of the hearts would likely be changed in the process, but this likely wouldn’t be a problem if you were to use base Kaiba as a lead for example.

As a leader this form is similar to base Kaiba, but ultimately a weaker choice. The only two advantages this form provides is a greater ATK multiplier and an HP conditional lowered from 80% to 50%, plus of course the awakenings this form brings. With damage being so easily accessible nowadays with powerhouses such as this card existing, the extra ATK mult isn’t too significant. Because the HP conditional is lowered, so is the shield, making it have about the same effectiveness as the base form’s in terms of survivability. The added combos is nice for 6×5 teams, but this is solved by either of base Kaiba’s preferred pairings, leaving this form with not much to offer as a lead all things considered.

Obelisk the Tormentor Card

Stat Lv.99 +297 HP 6540 7530 ATK 2660 3155 RCV 650 947 Obelisk, the Tormentor Card

オベリスクの巨神兵のカード

God

[5786] Active Skill: (15 ➧ 15)

Unlock all orbs; Create 15 Water and Dark orbs over any orbs

Like Yugi, I wouldn’t bother making this form of Kaiba, even in dupes. Skillboost equips are becoming increasingly more common so a top collab roll with two strong forms owning one isn’t impressive at all. The extra awakenings provided do not add much value compared to stuff like resists. The only real application of this card I can see is in rankings because of the active as well, but that of course is extremely niche and likely replaceable.

Which form do I make?

The base form is recommended from the autofua part that pairs great with a lot of the current strong water leads. The UVO form can be nice as a sub but is really only recommended to make if you own dupes, where he would fit greatly in a team using the base form as a lead. The equip is pretty much garbage in comparison to either form and is not recommended at all.

Should I trade for him?

Kaiba is undoubtedly a strong card, but doesn’t hold the same weight something like Yugi does. There are some people who are more excited for Kaiba than Yugi because he would complete their water teams, but for most everyone else I would say pass on him, or for those who IAP, hope the bundle drops him.

Yami Marik & The Winged Dragon of Ra

Stat Lv.99 (+297) Lv.110 (+297) HP 6505 (7495) 8131 (9121) ATK 3420 (3915) 4275 (4770) RCV 200 (497) 250 (547) Yami Marik & the Winged Dragon of Ra

闇マリク＆ラーの翼神竜

Devil / God



[5787] Active Skill: (13 ➧ 8)

For 1 turn, 2x RCV; For 1 turn, 2x ATK for Dark Att.; Change Wood orbs to Dark orbs; Change Water orbs to Heal orbs Leader Skill: [4/324/1, 43.75%]

6x ATK and 2x HP for God and Devil type; 3x ATK and reduce damage taken by 25% when matching 2+ Dark combos

The final 7★ of this collab and undeniably the weakest of the three. This is by no means a bad card, but for those buying the $30 bundle, rolling him over Yugi or Kaiba is a total RIP. Starting with the leaderskill, it’s essentially a less restrictive version of base Zaerog Core , with the same multipliers across the board and activation requirements, minus the <80% HP conditional. Core’s main problem is orb hungriness, which this form experiences no differently, although the 1cd allows Core to leadswap into 7×6 easier, whereas Yami’s 8cd makes this a lot more difficult. Yami is also missing the gigantic damage output Core provides, sharing double 7c but has 2 TPAs over 2 <50% HP awakenings, as well as no VDP super awaken. The super poison resist and active are probably the two things this form has going for it, as the leaderskill really isn’t going to be worth using and its sub potential is pretty easily replaceable.

Yami Marik & The Winged Dragon of Ra – Immortal Phoenix

Stat Lv.99 (+297) Lv.110 (+297) HP 6005 (6995) 7506 (8496) ATK 3220 (3715) 4025 (4520) RCV 470 (767) 588 (885) Yami Marik & the Winged Dragon of Ra – Immortal Phoenix

闇マリク＆ラーの翼神竜-不死鳥-

Devil / God



[5788] Active Skill: (13 ➧ 13)

Remove all binds and awoken skill binds; For 1 turn, increase combo count by 2 Leader Skill: [4/324/1]

[No skyfall] 2x HP & ATK for Fire and Dark Att.; 9x ATK when 10 or more combos; increase combo by 3 when matching 5 or more colors (4+heal)

Not much more impressive as the base form, as this version of Yami is pretty mediocre as lead or sub. Starting with the leaderskill, it has the good HP mult we expect most current top leads to own, but lacks everywhere else. The ATK mult is respectable post-buff at 324x when dual paired but is tied to weird activation. This is essentially a rainbow lead since you need 10 combos to activate and you gain +3combos from matching 5 colors (includes hearts) which is really the only way to be consistent. Pairing with something else will also be a difficult, as the no skyfall means you need 7 combos always to activate, making boards with difficult activation, such as those with spinners or hazards, or VDPing a strenuous task. Rainbow is already in a weak position from this inability to consistently VDP, so this form as a lead has almost no merit.

As a sub however there is potential usage here. The mix of 7c and 10c, huge attack, and a couple of popular latent killer choices makes him a nice damage stick, mostly on 7×6 teams. The other notable thing is the 3 skillboosts and devil typing, possibly giving him usage on a 7×6 Yugi team for example. The active is on the weaker side, as a full bind clear on that cooldown is fairly long and the +2combo doesn’t really provide much in comparison to orb generation or additional hazard clear, like unmatchable orbs.

The Winged Dragon of Ra Card

Stat Lv.99 +297 HP 6005 6995 ATK 3220 3715 RCV 470 767 Winged Dragon of Ra Card

ラーの翼神竜のカード

God

[5789] Active Skill: (13 ➧ 13)

Remove all binds and awoken skill binds; For 1 turn, increase combo count by 2

Rounding out the 7★ equips by continuing the trend of being weak for their rarity, as this form is easily replaceable and not too impressive despite the plethora of awakenings it provides. Cloud resist is always nice to have, but many other options exist, or just super awakens. The other awakenings aren’t too impactful either, but combined and when paired with the active, this equip can fit nicely on designated clerics of certain teams. Especially on Yugi teams that need the extra SBR.

Which form do I make?

Honestly this just depends on the teams you use. I would not recommend either form as a lead, and the awakenings are different enough between the base and UVO form that would make it obvious which is a better pick for said teams. The equip isn’t the greatest but might be the best choice for those who roll this and already have pretty good teams that would want the added utility most other cloud resist equips wouldn’t provide, or those who don’t happen to own a cloud resist equip.

Should I trade for him?

A resounding no.

6★

Tea Gardner & Shining Friendship & Fire Sorcerer

Stat Lv.99 (+297) Lv.110 (+297) HP 2740 (3730) 3425 (4415) ATK 2145 (2640) 2681 (3176) RCV 908 (1205) 1135 (1432) Téa Gardner & Shining Friendship & Fire Sorceror

真崎杏子＆フレンドシップ＆ファイヤーソーサラー

Healer / Attacker



[5790] Active Skill: (10 ➧ 10)

Recover all HP; For 3 turns, recover 20% of max HP; Replace all orbs Leader Skill: [2.25/256/1, 43.75%]

4x ATK when matching 4 or more colors; 1.5x HP for Healer type; 4x ATK and reduce damage taken by 25% when recovering more than 50000 HP from Heal orbs

Starting off the 6★ with one of the weaker rolls in the entire machine, Tea Gardner is a card most would like to avoid and will likely never find a spot on most teams. The primary usage of this card is the innate tape resist, allowing her to be useful in coop or in like a rogue dungeon where you can’t rely on super awakens, although equips with tape resist exist too. The triple team RCV paired with her huge RCV stat seems appealing on paper, but is mostly inferior recovery-wise to any sub stacked with heart orb enhances, such as Kanan or Amelia for example. The active fits the role of a cleric, but really isn’t that useful when compared to something like a Kuroloop or just natural recovery. The leaderskill is also nothing noteworthy, being a pretty basic rainbow lead that doesn’t have much to offer compared to other options such as Rikuu who was free.

Shining Friendship Card

Stat Lv.99 +297 HP 2740 3730 ATK 2145 2640 RCV 908 1205 Shining Friendship Card

フレンドシップのカード

Healer

[5791] Active Skill: (10 ➧ 10)

Recover all HP; For 3 turns, recover 20% of max HP; Replace all orbs

Provides similar utility to Maki’s equip, offering cloud resist and an SBR. The active stays the same and the cooldown is a bit too low for comfort if you only plan to use this equip for the awakenings, but overall it’s another option that exists.

Which form do I make?

I would recommend the equip. It’s nothing new or flashy, but those who are missing cloud or even SBR equips shouldn’t be too dissatisfied rolling this card.

Joey Wheeler & Red-Eyes Black Dragon

Stat Lv.99 (+297) Lv.110 (+297) HP 3835 (4825) 4794 (5784) ATK 2595 (3090) 3244 (3739) RCV 308 (605) 385 (682) Joey Wheeler & Red-Eyes Black Dragon

城之内克也＆真紅眼の黒竜

Balanced / Dragon



[5792] Active Skill: (15 ➧ 10)

Deal 150x Fire damage to all enemies; Change the top row to Fire orbs and change the bottom row to Dark orbs Leader Skill: [1/324/1, 75%]

3x ATK and reduce damage taken by 50% when matching 5 Fire orbs in an L shape; 6x ATK and increase combo by 1 when matching 4 or more colors

Pretty much a card focused around offense, sporting huge damage when an L and 7c are made with super awakens, balanced typing for any latents, and a great ATK stat to further bolster his effectiveness. The active isn’t too applicable for the majority of content, but can be useful in a farming setting similar to how Momotaros from Kamen Rider is. The leaderskill is pretty awkward and can be difficult to use in endgame content. The damage and survivability multipliers are quite good, especially from how easy it is to activate the shield from just a fire L, but that combined with the rainbow requirement make VDPing all but impossible if on 6×5. If you were to use this as a lead, definitely pair with a 7×6 leader, with something like UVO Orphen being a good match despite the differences in activation requirements, but when fully activating, you might be surprised at the damage output.

Red-Eyes Black Dragon Card

Stat Lv.99 +297 HP 3835 4825 ATK 2595 3090 RCV 308 605 Red-Eyes Black Dragon Card

真紅眼の黒竜のカード

Dragon

[5793] Active Skill: (15 ➧ 10)

Deal 150x Fire damage to all enemies; Change the top row to Fire orbs and change the bottom row to Dark orbs

Can be a nice utility equip to own, with unbindable being all but essential to have on your entire team nowadays and L-unlock always being a useful addition to any team. A few other L-unlock equips providing other utility such as resists exist, most notably Roy and Rimururu equip, but this is the only one offering unbindable, making it possibly irreplaceable on certain teams.

Which form do I make?

I would probably recommend the equip if you don’t own any other L-unlock equips. Unbindable is becoming pretty common, and we recently got Chuan for free (and will when DBDC returns) whose equip offers unbindable, but this is still a nice option. Otherwise, you can’t really go wrong leaving this form in base from its damage output, although it really won’t be too applicable as not many teams focus damage around L-unlock.

Mai Valentine & Cyber Harpie Lady

Stat Lv.99 (+297) Lv.110 (+297) HP 5003 (5993) 6254 (7244) ATK 2528 (3023) 3160 (3655) RCV 0 (297) 0 (297) Mai Valentine & Cyber Harpy Lady

孔雀舞＆ハーピィ・レディ・SB

Attacker / Physical



[5794] Active Skill: (15 ➧ 10)

Delay enemies’ next attack by 2 turns; Unlock all orbs; Create 6 Heal orbs over non Fire and Wood orbs Leader Skill: [1/324/1, 43.75%]

4x ATK when 5 or more combos up to 9x at 10 combos; 2x ATK and reduce damage taken by 25% when matching 2+ Heal combos

A great physical killer stick, but that’s about it. She can take more physical killer latents and paired with an equip, her damage is insane. There aren’t many times you would need this much damage, but the option to deal this much with so little (no 7c, VDP, etc) makes her a great option for ranking dungeons. She is outclassed damage-wise when factoring in other awakenings however, with Halloween Madoo and Yellow Ranger being able to output a greater amount. Speaking of VDP, she can also take one via super awakens, which is fantastic for sniping certain descend or challenge bosses that will most of the time have a damage void. Neither the active skill nor the leaderskill is very noteworthy, but outside of physical killers she does have innate cloud resist and even the super rare heart-L, which is still mostly a gimmick. Overall not a bad roll.

Cyber Harpie Lady Card

Stat Lv.99 +297 HP 5003 5993 ATK 2528 3023 RCV 0 297 Cyber Harpy Lady Card

ハーピィ・レディ・SBのカード

Attacker

[5795] Active Skill: (15 ➧ 10)

Delay enemies’ next attack by 2 turns; Unlock all orbs; Create 6 Heal orbs over non Fire and Wood orbs

Only the second equip to feature the FUA awakening, and is arguably more unique than what her base form provides. With Gourry being such a good card in his UVO form, it was hard to recommend making his equip (the only other FUA one) but if you don’t care about the physical killing ability or if you roll dupes, this is a great option. Besides Gourry’s appeal, FUA in general is fairly easy to slot on most every team, so while it is unique it isn’t the most applicable as an equip, especially with autofua becoming more popular.

Which form do I make?

I’d recommend keeping the base form, as a physical killing sniper that can handle damage voids will be a great tool to have. Otherwise, any dupes should be made into the equip, or if there are certain teams you know you would need FUA but can’t slot one in, which is likely only farming or ranking teams.

Yami Bakura & Dark Necrofear

Stat Lv.99 (+297) Lv.110 (+297) HP 4285 (5275) 5356 (6346) ATK 2668 (3163) 3335 (3830) RCV 130 (427) 163 (460) Yami Bakura & Dark Necrofear

闇バクラ＆ダーク・ネクロフィア

Devil / Attacker



[5796] Active Skill: (10 ➧ 5)

Poison all enemies (30x ATK); Change all orbs to Dark, Heal, and Poison orbs Leader Skill: [1/225/1, 57.75%]

[Disable Poison & Mortal Poison orb effects] Reduce damage taken by 35% when above 50% HP; 15x ATK when matching 4 or more connected Poison or Mortal Poison orbs

People meme about the jammer or poison meta, but this is no meme and is likely the chase card for most people besides Yugi. This card is INSANE in terms of damage, and will do more than anything in the game (even surpassing Ranger Slayer ), and it’s not even close. For those who don’t know, poison blessing gives a 2x multiplier, same as a 7c. Paired with double VDP, he does huge damage without the need to combo, which is great in terms of consistency. Besides the best personal damage in the game, he provides super blind resist, arguably the best utility awakening one can get, as well as triple SB, making him a fantastic Yugi sub when paired with his ability to void poison damage. The active for this card is also incredibly useful, essentially serving as a tricolor with half the cooldown and all the orbs needed. All these pros make this card very useful to own in dupes, as you can continually use his active for damage and survivability while outputting giant damage.

Obviously the glaring problem is poison is bad for mostly every single team in the game, making his usage very limited. The only teams you should consider using him on are Yugi and himself, as he can be quite a formidable lead. The ATK mult isn’t too huge, but the personal damage more than makes up for it, and the survivability isn’t too crazy either. A Gaslo pairing can counteract some of these issues and is surprisingly a pretty good leader pair to take on endgame content. Bonus vid of him taking on new endless:

* Also note the poison blessing skyfall stays at 10% regardless of number of awakenings.

Dark Necrofear Card

Stat Lv.99 +297 HP 4285 5275 ATK 2668 3163 RCV 130 427 Dark Necrofear Card

ダーク・ネクロフィアのカード

Devil

[5797] Active Skill: (10 ➧ 5)

Poison all enemies (30x ATK); Change all orbs to Dark, Heal, and Poison orbs

The real reason you would want duplicates of this card, as this equip is perfect for his base form, allowing you to forego unbindable super awaken and do even MORE damage with a 4th poison blessing. This combined with 2 VDPs is a 100x personal multiplier, which will hit the damage cap extremely easily.

Which form do I make?

Definitely go with the base form if you only own one, as poison blessing won’t do much for any other card besides like Gaslo. Depending on your duplicates, I’d probably take two of the base form before considering making the others into equips for the base form(s), but that’s only if you roll multiples which will likely be an extremely expensive endeavor.

Dark Magician

Stat Lv.99 (+297) Lv.110 (+297) HP 4070 (5060) 5088 (6078) ATK 2500 (2995) 3125 (3620) RCV 340 (637) 425 (722) Dark Magician

ブラック・マジシャン

Devil / Balanced



[5798] Active Skill: (17 ➧ 12)

Delay enemies’ next attack by 3 turns; Unlock all orbs; Change Jammer, Poison, Mortal Poison, and Bomb orbs to Dark orbs Leader Skill: [4/196/1]

2x HP & ATK for Dark Att.; 7x ATK on the turn a skill is used; Increase combo by 1 when matching 9 or more connected Dark orbs at once

A fairly generic dark sub, boosting decent damage, great stats, and a universally useful active. The main appeal of this card is to use as a Yugi sub from the 4 skillboosts he can take solo and paired with the 3 turn delay, can be effectively 7 skillboosts in certain dungeons such as AA3 where the first floor can be delayed. Outside of this usage, he’s really nothing too special and not worth pursuing. The leaderskill has mediocre multipliers and activation requirements all around, but is an easy source of damage.

Dark Magician Card

Stat Lv.99 +297 HP 4070 5060 ATK 2500 2995 RCV 340 637 Dark Magician Card

ブラック・マジシャンのカード

Devil

[5799] Active Skill: (17 ➧ 12)

Delay enemies’ next attack by 3 turns; Unlock all orbs; Change Jammer, Poison, Mortal Poison, and Bomb orbs to Dark orbs

A pretty awkward equip, as the killers provided don’t exactly pair well with the utility of a skillboost. The active can be useful for certain teams and the killers may find niche usage in a ranking or farming setting, but double killers of both Enhance and Awoken exist.

Which form do I make?

I would stick with the base form, especially if you plan to use Yugi or really any other transform lead in the future that could benefit from subbing it on the team. Overall I don’t see the equip form being too useful when plenty of alternatives, some even farmable, exist.

Blue-Eyes White Dragon

Stat Lv.99 (+297) Lv.110 (+297) HP 4058 (5048) 5073 (6063) ATK 3000 (3495) 3750 (4245) RCV 0 (297) 0 (297) Blue-Eyes White Dragon

青眼の白龍

Dragon / Attacker



[5800] Active Skill: (20 ➧ 15)

For 1 turn, increase combo count by 2; Change the far left column and the 2nd column from the left to Water orbs and change the 2nd column from the right and the far right column to Light orbs Leader Skill: [2.25/225/1]

5x ATK and 1.5x HP for Dragon type; 3x ATK and increase combo by 1 when matching Water and Light at once

The orb skin of the collab and also purchasable for $15. This card offers some of the most VDP damage when compared to the other water options available, but damage is so easily obtainable this isn’t much of a selling point. This form can also offer some utility with cloud or tape resist in solo, but not much outside of that, as even the active is fairly mediocre from its long cooldown and half the orbs being generated likely not mattering for the leads you would sub this card on. As a lead, it’s pretty similar to Chidori from its extra combo and water/light focus, except it’s more restrictive and squishier. Probably best to avoid using as a lead unless you’re newer.

Blue-Eyes White Dragon Card

Stat Lv.99 +297 HP 4058 5048 ATK 3000 3495 RCV 0 297 Blue-Eyes White Dragon Card

青眼の白龍のカード

Dragon

[5801] Active Skill: (20 ➧ 15)

For 1 turn, increase combo count by 2; Change the far left column and the 2nd column from the left to Water orbs and change the 2nd column from the right and the far right column to Light orbs

One of the few combo orb equips to exist that isn’t super whale, but unfortunately isn’t that useful in comparison to the sub potential the base form provides. Combo orb in general isn’t very applicable on most teams unless multiple of these awakenings already exist. The >80% HP awakening is a nice boost of damage on a particular card, but those looking to up their damage output should use the farmable Helen card from the GungHo PEM that offers orb enhances to further boost the entire team’s damage.

Which form do I make?

I would stick with the base form if you’re in need of a water VDP stick, as the equip is easily replaceable by better and cheaper options.

Should I buy this bundle?

If you’re a fan of the series and like the orb skin, then sure go for it. For those wondering if this card’s value is worth $15, I’d say no, as it doesn’t do anything too special and is easily outclassed in most regards.

Dark Magician Girl

Stat Lv.99 (+297) Lv.110 (+297) HP 4558 (5548) 5698 (6688) ATK 2105 (2600) 2631 (3126) RCV 390 (687) 488 (785) Dark Magician Girl

ブラック・マジシャン・ガール

Devil / Balanced



[5802] Active Skill: (11 ➧ 6)

Unlock all orbs; Create 5 Light and Dark orbs Leader Skill: [2.25/196/1, 43.75%]

3.5x ATK and 1.5x HP for Light and Dark Att.; 4x ATK and reduce damage taken by 25% when recovering more than 50000 HP from Heal orbs

Has the highest rolling rate of any 6★ and is definitely the worst of them. This card is basically Winged Dragon but is able to be limit broken and take super awakens, none of which encourage actually using this card. The only reason Winged Dragon is used is for the 3 turns of haste, so missing out on that key feature makes this particular card a lot less useful in comparison. Probably the one strong thing about this card is the leaderskill, which has decent multipliers all around and really easy activation, but would require pairing with another lead that has an RCV multiplier or using one, possibly two RCV sticks stacked with heart enhances, which newer players likely do not own, making the overall application of this lead appealing to nobody.

Dark Magician Girl Card

Dark Magician Girl Card

Stat Lv.99 +297 HP 4558 5548 ATK 2105 2600 RCV 390 687 Dark Magician Girl Card

ブラック・マジシャン・ガールのカード

Devil

[5803] Active Skill: (11 ➧ 6)

Unlock all orbs; Create 5 Light and Dark orbs

Somehow, the equip is even worse. Having different color row awakenings is seldom useful since most every team would rather focus row damage around a single attribute, so breaking apart the two leaves you with an equip inferior to loads of farmable light row equip options and even dark row ones with Chuan and Eris existing.

Which form do I make?

Honestly I wouldn’t invest in either form. Not to say selling is the best option, but you’ll likely not get much use out of either. Newer players however should probably make the equip, as it could be potentially useful if your box is lacking.

5★

Gandora the Dragon of Destruction

Stat Lv.99 (+297) Lv.110 (+297) HP 4905 (5895) 6131 (7121) ATK 2080 (2575) 2600 (3095) RCV 0 (297) 0 (297) Gandora the Dragon of Destruction

破壊竜ガンドラ

Dragon



[5804] Active Skill: (15 ➧ 10)

For 1 turn, increase ATK by 30% for each Enhanced Team HP awakening skill on the team; Reduce HP by 50% Leader Skill: [4/484/1]

[No skyfall] 2x HP; 6x ATK when there are 10 or fewer orbs remaining up to 11x ATK when 0 orbs left; 2x ATK when matching 2+ Dark combos

A pretty strong card offensively, with triple 50% HP awakens giving him high personal damage, although his latent killer selection is garbage and his ATK stat could be higher in comparison to other strong options . The active is also a first of its kind, a gemstone-esque burst focused around the Team* HP awakening. While it is unique, it’s uncertain what teams would actually benefit from using it, as almost no team is built around this awakening. Most current 50% HP teams are used in farming and output gigantic damage when doing very little. In newer descends the active could come in handy for a boss floor if used as a sub, but unfortunately the mono-dark attribute limits his usage on popular 50% HP teams such as Dark Omega who boost fire attribute damage. The leaderskill can be effective in swipe teams using stuff like Satan, although the ATK multiplier is on the weaker side and constant Satan swipes would leave you very vulnerable. Overall though for a low rarity card, not a bad roll, but in a 10-stone machine this is debatable. *Thanks Lumonpad for the catch

Gandora the Dragon of Destruction Card

Stat Lv.99 +297 HP 4905 5895 ATK 2080 2575 RCV 0 297 Gandora, the Dragon of Destruction Card

破壊竜ガンドラのカード

Dragon

[5805] Active Skill: (15 ➧ 10)

For 1 turn, increase ATK by 30% for each Enhanced Team HP awakening skill on the team; Reduce HP by 50%

Double team HP equips are the best way to improve the survivability of any team currently, and with every other option sporting the same couple awakenings being pretty whale, this is quite good for a low rarity roll. Team HP isn’t something you’d prioritize over resists or something, but is a nice addition to any team looking to pass certain HP checks.

Which form do I make?

If you own most of the 50% HP stuff, I would say keep the base form, as it’s possible it can see more usage there than the equip. Otherwise, or if dupes are rolled, make the equip.

Gaia the Fierce Knight

Stat Lv.99 (+297) Lv.110 (+297) HP 3600 (4590) 4500 (5490) ATK 2453 (2948) 3066 (3561) RCV 168 (465) 210 (507) Gaia The Fierce Knight

暗黒騎士ガイア

Attacker



[5806] Active Skill: (20 ➧ 15)

Deal 100000 fixed damage to all enemies; Change the far left column and the 2nd column from the left to Wood orbs and change the 2nd column from the right and the far right column to Dark orbs Leader Skill: [4/81/1]

2x HP for Attacker type; 3x ATK when matching Wood and Dark; 3x ATK when matching 5 or more connected Wood or Dark orbs

Another killer stick that also packs utility, this can be a pretty nice card to use primarily in a farming and maybe ranking setting. While other triple devil killers exist such as Shazel , this card can take devil killer latents and has double the ATK, making him much stronger and currently the strongest devil killer when not factoring in other damage awakenings. Unlike Mai Valentine however, he doesn’t have VDP anywhere, making his ability to snipe certain bosses a lot less applicable. The other strong thing about this card is the active, having the same orb generation as Blue-Eyes White Dragon but comes with a mass attack true damage button, useful for handling multiple floors all within one active.

Gaia the Fierce Knight Card

Stat Lv.99 +297 HP 3600 4590 ATK 2453 2948 RCV 168 465 Gaia, the Fierce Knight Card

暗黒騎士ガイアのカード

Attacker

[5807] Active Skill: (20 ➧ 15)

Deal 100000 fixed damage to all enemies; Change the far left column and the 2nd column from the left to Wood orbs and change the 2nd column from the right and the far right column to Dark orbs

Another combo orb equip offered in this collab, and definitely the cheaper of the two. Unfortunately, almost no wood team exists that would use combo orb besides those looking to mess around with Guile or something. For some reason though wood orb enhance equips or subs with 4-5 of this awakening are pretty rare, so this could be a decent filler equip slot on certain teams.

Which form do I make?

I would stick with the base form. He won’t be too applicable on many teams but the highest damage to devils while doing the least amount of work has its perks.

Mystical Elf

Stat Lv.99 (+297) Lv.110 (+297) HP 4008 (4998) 5010 (6000) ATK 1220 (1715) 1525 (2020) RCV 788 (1085) 985 (1282) Mystical Elf

ホーリー・エルフ

Healer



[5808] Active Skill: (15 ➧ 10)

Recover 50% of max HP; Reduce unable to match orbs effect by 9999 turns; Change the far left column to Heal orbs Leader Skill: [1/49/1, 75%]

7x ATK and reduce damage taken by 50% when matching 2+ Heal combos; 10x RCV additional heal when matching orbs

A decent utility stick to have, providing FUA, cloud resist in solo, a bit of damage, and is one of the few to clear the unable to match orb effects. What makes this form more special is it’s the only light card to own this ability, although Beach I&I exist or if you’re just going to use the active as an assist it doesn’t matter. For light teams in particular however this is an important active to own, primarily because in Alt Arena 3, Hera Nyx can spawn with a 50% chance and makes light unmatchable. If you fail to kill first turn, she does a 99% grav followed by a weak hit, killing any team without a shield. Outside of the possibly irreplaceable utility this card doesn’t have much else going for it.

Mystical Elf Card

Stat Lv.99 +297 HP 4008 4998 ATK 1220 1715 RCV 788 1085 Mystical Elf Card

ホーリー・エルフのカード

Healer

[5809] Active Skill: (15 ➧ 10)

Recover 50% of max HP; Reduce unable to match orbs effect by 9999 turns; Change the far left column to Heal orbs

Probably the form you want to make, as you keep the strong active with also providing 60% jammer resist. Out of all the hazard though, jammer is definitely the least threatening, but it is pretty nice to have around, although it shouldn’t be prioritized really anywhere over other resists.

Which form do I make?

The equip is generally more useful as it’s unlikely you’ll want to use the base form as a sub over other options, but for those needing FUA on their team and cloud resist, it’ll come in handy.

Winged Dragon, Guarding of the Fortress #1

Stat Lv.99 +297 HP 5065 6055 ATK 1895 2390 RCV 65 362 Winged Dragon, Guardian of the Fortress #1

砦を守る翼竜

Dragon

[5810] Active Skill: (14 ➧ 14)

Charge all allies’ skills by 3 turns; Changes to [5802] for the duration of the dungeon Leader Skill: [1/81/1, 57.75%]

2x ATK when 4 or more combos up to 3x at 6 combos; 3x ATK and reduce damage taken by 35% when above 50% HP

For those who are chasing or own Yugi, this card is almost a must-have. The reason for this is it is essentially a 6 skillboost card after transformation, as you start with 3 and get an extra 3 from the haste, making this the best pseudo-skillboost Devil card (besides Dark Magician technically) that Yugi teams can own. Outside of that though there’s really nothing special about this card in the base form. Triple healer killers aren’t bad, but a few other and better options already exist unless you’re specifically looking for skillboosts. You likely won’t use this card anywhere else for the same reasons that make Dark Magician Girl mediocre, but it’s possible other transform leads down the road could use this card.

Winged Dragon, Guarding of the Fortress #1 Card

Stat Lv.99 +297 HP 5065 6055 ATK 1895 2390 RCV 65 362 Winged Dragon, Guardian of the Fortress #1 Card

砦を守る翼竜のカード

Dragon

[5811] Active Skill: (10 ➧ 10)

Change Heal, Jammer, Poison, and Mortal Poison orbs to Fire orbs; For 1 turn, reduce damage taken by 75%

Since this equip can’t transform, the active was overhauled into an orb generating shield, which really isn’t too flashy or useful on the middle-of-the-road cooldown. The awakenings provided aren’t the best but may slot in nicely on almost any fire team looking to boost its damage output, but overall not a very impressive equip.

Which form do I make?

Obviously for those using Yugi, you’ll want pretty much every copy of this card in its base form to use as a sub. Those who don’t care about Yugi or transform leads can make the equip as it’ll just be another option to add damage to your teams.

Kuriboh

Stat Lv.99 (+297) Lv.110 (+297) HP 4565 (5555) 5706 (6696) ATK 1705 (2200) 2131 (2626) RCV 325 (622) 406 (703) Kuriboh

クリボー

Devil



[5812] Active Skill: (18 ➧ 13)

For 5 turns, increase combo count by 1; For 5 turns, reduce damage taken by 30% Leader Skill: [2.25/100/2.25]

[Board becomes 7×6] 1.5x HP & RCV for Wood Att.; 2x ATK when 4 or more combos up to 10x at 12 combos

In my opinion the best gold in this machine, as the leaderskill here is surprisingly good. Wood is in a bit of a stale place right now, focusing around the same subs it seems like on about every team, but this is one of the few 7×6 options available for wood and could help diversify the sub options to use since combos aren’t a problem. The main appeal of the leaderskill is the bigger board, but having decent survivability mults and damage paired with simple activation requirements makes it an appealing option to use. The awakenings of the card itself also fit perfectly on the team, trading damage for greater bulkiness and resists. While it is no Tifa or Minaka, it certainly is a strong endgame leader for wood teams.

Kuriboh Card

Stat Lv.99 +297 HP 4565 5555 ATK 1705 2200 RCV 325 622 Kuriboh Card

クリボーのカード

Devil

[5813] Active Skill: (18 ➧ 13)

For 5 turns, increase combo count by 1; For 5 turns, reduce damage taken by 30%

A pretty useful equip overall too, being one of the few to offer double SBR and having L unlock on top of that. The cooldown is also quite long when unskilled, making it a great choice to have anywhere if needed.

Which form do I make?

I would stick with the base form for sure, as the leader potential is there and can be useful in almost any player’s box. Any dupes however should be made into the equip, as multiple base kuriboh’s are not very useful. The double SBR could also come in clutch but that is super specific and could easily be built around with better teambuilding most likely.

Verdict

This collab can easily be one that eats all your stones or none, and I think that entirely depends on whether or not you’re chasing for Yugi. You can make a complete and endgame team entirely from rolling in this collab, which could be very useful for players of all ranks, but the glaring problem is how expensive it is. We did get 121 stones from the full completion of story mode that arrived in NA recently, but at 10 stones a roll you want everything to go your way, otherwise you’ll find yourself broke in an instant. Those who IAP regularly will likely love this collab, but those who are NIAP should take caution as there’s not an event upcoming that can guarantee the stone income we’ve gotten the past couple months.

For me personally, I’ll likely roll no more than a couple times then quit, as I’d like to save my fodder for Valeria since she’ll have the same lasting relevance in Yugi albeit in completely different ways, and to save my stones for the future godfests featuring Nere and Faska, as they’re really the best 7×6 leads to date. Overall though there is definite value to be rolled here in all the rarities. The rates are quite weird however, so don’t be too surprised if most of your diamonds are Dark Magician girl. Best of luck to those building a Yugi team!