| Drunken Mandrill|
| Max Stats
| Lv:120 HP:2157 ATK:1013 DEF:1233|
Lv:120 HP:2588 ATK:1216 DEF:1480 (Awoken)
| 24/3 |
| Main Skill (スキル)|
| Chance to activate Counterattack for next 1-3 received attacks|
| Sub Skill (子分スキル)|
| When self is under Status, boosts main card's damage by 25%|
| Awoken Main Skill (スキル)|
| Self-applies 1-3 tick Counter + 50% Damage Reduction Shield|
| Awoken Sub Skill (子分スキル)|
| When inflicted with a Status Effect, grants 30% Skill Boost|
| Awoken Skill (覚醒スキル)|
| When entering Boss round, gain Iron Wall status|
| S.Awoken Main Skill (スキル)|
| S.Awoken Sub Skill (子分スキル)|
| S.Awoken Skill (覚醒スキル)|
| Super Fusion (超合体)|
Invincible Monkey Army!
One of the few useless cards you can ever get.
- Skill Lv1-5: Chance to activate Counter for the next received attack.
- Skill Lv6+: Chance to activate Counter for next 1-3 received attacks.
Mandrill's Skill is a pretty simple one; Counter! Unlike some other Shield cards, Counter greatly benefits from Enhance Cards allowing it to do some pretty good damage. However, the flaw with Mandrill is his Shield only applies to yourself; without an AoE Enhance card, it does nothing but draw the ire of others. One of the few cards greatly in need of an Awakening, Mandrill finally got it only to get screwed over (much like Hera). His Counter Shield now gains 50% Damage Reduction, making him quite similar to Kidomaru. However, it still only applies to yourself, making it effectively useless for anyone else.
Mandrill grants a sizable 25% Damage Boost to any card, but only if you're inflicted with a Status Effect.
As such, his usefulness as a sub is pretty limited and isn't entirely reliable. (Not to mention useless if you're not suffering from Status Effects.)
Functionally, it remains the same, but trades in the Damage Boost for an impressive 30% Skill Boost.
As before though, if you're not inflicted with a Status Effect, it's useless.
The only real saving grace that Mandrill has, his Awakening Skill applies Iron Wall to yourself before entering a Boss Fight.
Very useful on higher difficulty dungeons for preventing damage from a Boss' preemptive attack.