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[Beginner / Team Building] Beginner's Guide to Team Building 2.0
02-13-2013, 08:33 PM (This post was last modified: 04-12-2013 07:52 PM by MisterDrgn.)
Post: #1
[Beginner / Team Building] Beginner's Guide to Team Building 2.0
Part 1: Introduction

I thought I'd post a guide with answers to frequently asked questions about teams. Experienced players: please post feedback/suggestions.

NOTE: You can click on the monster images below to get more information about them, such as their stats, where to find them, etc. Big thanks to http://www.puzzledragonx.com/

1) Introduction
When you're first starting out, you don't need to worry so much about your team. It isn't really an issue until you get farther in the game. Many people start asking questions after they get past Castle of Satan because there's a major difficulty spike after that point. At that point, you need to start thinking strategically about your team. However, there's no harm in thinking about things earlier.

I'm assuming below that you aren't spending money on more mystic stones. If you are, you're going to be able to get a lot more monsters, and that will affect the quality of your team. It's up to you whether that's worth it, but you can get a lot out of this game without spending a dime (I certainly have).

I'm also assuming you know the basics of using power-up fusions to level monsters and using evolve fusions to evolve them. Each time you evolve a monster, it's number of stars increases, with 5 being the max for many good monsters (though gods can max out at 6 or even 7). Evolving high-powered monsters often requires evolve materials that are difficult to get. See here: (http://www.puzzleanddragonsforum.com/sho...?tid=1201) for info on beating various weekly dungeons that contain particular power-up and evolve materials.

2) Rare Egg Machine
Usually, the team you build depends on what monsters you get from the rare egg machine. It's generally advised that you use the egg machine only 3-4 teams early in the game. That's because you want to spend a lot of stones on increasing your monster boxes. You're going to need those boxes to hold materials for leveling and evolving your monsters. You're probably going to want over 100 boxes (some people have far more) by the midgame. Hopefully, those first 3-4 monsters will give you an idea of what kind of team you can make. If you can't plan for a decent team with them, you can either: 1) Keep playing and hope your team improves. 2) Ignore monster boxes and get more rare eggs. 3) Restart your game (e.g., by uninstalling and reinstalling it). Note that a LOT of people choose option 3) once they have a better idea of what they're doing in the game, and you can even re-install multiple times ("re-rolling") until you get the starting rare monster you want (if you have the patience). Depending on your device, there are applications you can use to simulate re-install, rather than having to physically remove the program from your device each time (e.g., iTools for iPhones). Check around on the forum for more info.

3) Generally Useful Monsters
Later, we're going to look at some of the teams people commonly make. However, it's important to note that no team, no matter how good, works in every dungeon. In fact, your team won't work in the great majority of advanced dungeons (at least the special event ones). Those dungeons usually require putting together a team to handle that dungeon's particular challenges. Thus, there are certain monsters that are always useful, regardless of your main team, because of the roll they play in certain dungeons. They are listed below, ranked approximately by priority (thus, the ones farther down on the list might be ignored while your work on your main team). Fortunately, all of these monsters can be obtained without getting lucky at the rare egg machine.

3a) Resistance Dragons (aka "Rippers")




Resistance dragons are the ones you often get in pal eggs. They'll be named something like "Lil Green Dragon." They won't look like much. However, when fully evolved they are immensely useful: 1) Their leader skill provides 50% resistance to damage of their color. 2) Their active skill deals 20k damage to all enemies. The resistance is particularly important, as many advanced dungeons are single-color, and having resistance is sometimes necessary. Beyond this, they have good hp and attack stats, even at level 1 of their 5-star form. When you’re just getting started, I’d focus on resist dragons that match your team (e.g., same color). However, it’s recommended that you eventually get a 5-star resist dragon of every color.

How to get them:
1) Pal eggs (usually the way you’ll get your first few)
2) Special event dragon dungeons (recommend Expert or Adept difficulty)
3) Drop from the boss of each color’s normal second-tier dungeon (low drop rate, not recommended)

3b) Siren (and other healers)

[Image: 24qsm10.png] [Image: 24qsm10.png]

Healers make excellent leaders. They heal your hp every turn, provided you match any orbs. However, not all healers are equal. The healers in the game (in their most advanced form, the only form where they heal enough to helpful later on) are: Amaterasu Okhami, Siren the Enchanter, Archangel, and Alraune. Amaterasu Okhami (aka, "6-star Ama") heals far more than the others if properly leveled. She’s a great monster, should you be lucky enough to get her from the rare egg machine. The other three can be obtained by anyone (without the rare egg machine), and they all heal about the same amount. However, Siren is by far the most useful because of her excellent active skill. In fact, her skill is so good that I recommend getting one even if you also have an Amaterasu.

Siren’s skill turns red orbs into heart orbs. This can be a lifesaver if you’re desperate for health. However, what really makes it great is that her skill is easy to level up. You level up skills by feeding a monster other monsters that have the same skill (power-up fusion). For each monster you feed, there’s about a 10% chance of a skill up. Each skill up decreases the time needed to charge the skill. In Siren’s case, you can feed her marine goblins (easily obtainable at Sea Cave Mercury: Voice of the Siren). With enough goblins, her skill reaches level 7, meaning she can use it every 5 turns. This is always useful, but it can be a lifesaver when fighting difficult bosses in advanced dungeons. Thus, a maxed skill Siren (ideally 5-star Siren the Enchanter) is recommended for everyone. However, she might be a lower priority if you're focusing on other parts of your team (especially if you already have another healer).

How to get her (usually you get Mermaid, which evolves into Siren) :
1) Rare or pal eggs (very rare in pal eggs)
2) Sea Cave Mercury: Voice of the Siren (it’s a rare drop, expect this to take a while)
3) Just before the boss in many blue special dragon dungeons (Expert or Master difficulty recommended)

3c) Echidna

[Image: 24qsm10.png] [Image: 24qsm10.png]

Echidna is one of the "healer sisters," the red equivalent of Siren, Archangel, and Alraune. However, unlike those three, she doesn't provide any actual healing. Instead, she is useful for her active skill, which delays all enemies from attacking for 3 turns. Like Siren's skill, this can be hugely helpful in surviving tough fights. However, there is no easy way to increase Echidna's skill, so she's considered less useful than Siren. You don't need an Echidna, but it could come in handy, especially if you have a red team, a healer team, or an ADK team (see the later info on specific teams).

How to get her (usually Naga, which evolves to Echidna) :
1) Rare or pal eggs (very rare in pal eggs)
2) Castle of Satan: Witches Ball (it’s a rare drop, expect this to take a while)
3) Just before the boss in many red special dragon dungeons (Expert or Master difficulty recommended)

3d) Lilith

[Image: 24qsm10.png] [Image: 24qsm10.png]

Lilith is the final healer sister. Like Echidna, she is useful mainly for her active skill, which poisons all enemies over time. The great thing about poison is that it ignores an enemy's defense. Thus, Lilith is great against monsters with high defense. When fighting monsters with high defense and low hp (e.g., in the Wednesday and Friday dungeons), her poison kills them instantly. Lilith is also critical in Hera's dungeon, a difficult special dungeon that occasionally appears. One of the enemies (Neptune) has extremely high defense and is almost impossible to kill without poison. However, if you get a Neptune yourself from the rare egg machine, you can forget about Lilith. He poisons for 5x his attack, far better than Lilith's 1x. Note that Lilith's poison doesn't deal that much damage to regular monsters, so she usually isn't recommended for keeping on your main team.

How to get her (usually Succubus, which evolves to Lilith) :
1) Rare or pal eggs (very rare in pal eggs)
2) Castle of Satan: Witches Ball (it’s a rare drop, expect this to take a while)
3) Just before the boss in many dark special dragon dungeons (Expert or Master difficulty recommended)

3e) Something with Resolve/Perseverance (or an Odin)



Resolve/perseverance are leader skills that allow you to survive a killing blow. If you hp is above a certain level (70% of its max for resolve, 50% for perseverance), a single hit will not kill you. At worst, it will lower your hp to 1. This is important in dungeons where monsters routinely hit for more damage than you're able to take (e.g., Tuesday Dungeon (rainbow keeper) and Wednesday Dungeon (Expert difficulty)). However, it only works on a single hit. If two monsters hit you at once, you're toast.

The easiest way to handle this is with the Ogres that drop in many normal dungeons. Ogres aren't very good in the mid->late game (so don't bother leveling them for this), but you don't need powerful monsters for the Wednesday dungeon. You can also use a Titan, if you happen to have one (see info on Red teams in the next section). Viper Orochi is even better--he's the only one with Perseverance, the more powerful version. However, he only appears in the rare egg machine. Finally, if you're super lucky you might have gotten a green Odin from the rare egg machine. His skill (reduce damage by 80% if your hp is at max) is even better in many circumstances, but not all. Note that if you have lots of friends with Orochis and Odins, you don't need to bother with this yourself--you can just use a friend's leader when you need it. However, it helps to have a backup (even just an unleveled ogre) for those times when none of your friends have the right leader available.

3f) Rainbow Keepers



Rainbow Keepers are excellent because the moment you get them (they can’t be leveled), they have 1k attack, 3k hp, and a useful active skill (reduce damage by 50% for three turns). While they’re never required, they are an easy way to pad your hit points when facing a difficult dungeon (e.g., Mech Dragon Dungeons at Master/Legend difficulty). You don’t need them early on, but I recommend getting at least two of them eventually.

How to get them:
1) Tuesday dungeon (see the guides linked to above). It’s not a 100% drop, so it may take multiple tries.

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03-28-2013, 06:23 PM (This post was last modified: 04-12-2013 06:59 PM by MisterDrgn.)
Post: #2
Beginner's Guide to Team Building
Part II: Mono-Color Teams

We'll now look at the teams players typically make. It is strongly recommended that you aim for one of these teams, but your ability to do so will depend on the rare monsters you get. If your first few rares don't fit any of these teams, you might want to consider restarting (although there are some excellent rares that stand on their own, such as Neptune). Of course, you can't expect to have the perfect team right away. For example, you might start with a white/red team and work towards having a more pure mono-white team.

We'll look at three types of teams: mono-color teams, 6.25x teams, and survival teams. Mono-color teams involve using all monsters of a single color. 6.25x teams involve using two leaders that each provide 2.5x attack to a particular monster type. These bonuses combine to give a 6.25x attack bonus. Survival teams are designed to survive killing blows. While Odin/Healer survival teams work in many regular dungeons, other survival teams are typically only used in special dungeons. Overall, the 6.25x ADK dragon team is probably the most popular for players in the early to mid-game. However, players typically transition to another team, such as a mono-color team, as they get farther into the game.

This guide does not cover Egyptian teams, which can use the new Egyptian gods to produce massive damage. If you have an Isis, Horus, or Ra, and you're wondering what to do with it, please see the Advanced Guide to Team-Building.

1) Evaluating a team
There are several factors to consider in evaluating a team. The first is of course the team's effectiveness: how quickly it deals damage, and how well it takes and recovers from damage. However, there are several other important factors:

A) How difficult is it to put the team together? Do you need the perfect combination of rares, or can you farm dungeons for several of the team's monsters? Also, how difficult is it to level up and evolve the team members? Generally speaking, light and dark monsters are the most difficult to level because there are no light and dark pengdras (http://puzzleanddragonsforum.com/showthr...?tid=1443), and light is the absolute hardest because gold dragon dungeons (the light equivalent of jewel dragon dungeons) are the rarest.

B) How flexible is the team? Can you use it in most dungeons, or will you need to swap in other monsters frequently? Here, light and dark are generally the strongest. Red, green, and blue monsters are strong to one color but weak to another. A red team will perform poorly in a blue dungeon. However, light and dark are strong to one color (each other), but weak to nothing, so they will perform more consistently.

C) How popular is the team? This is important because you want to find friends with leaders to support your team. If almost no one uses the same team, it will be difficult to find helpful leaders. For example, I'm a big fan of my light team. However, light teams are less popular, so it's harder to find light friends than to find, say, green friends. Of course, you can invest more time in finding the right friends to support your team. Also, you may frequently be using a healer or damage reducer as your friend leader, rather than something that specifically benefits your team.

2) Mono-color Teams
We'll begin with mono-color teams, where all your monsters are the same color. Mono-color teams are all about control. You control when you deal damage. When you want to, you can match gems of other colors and deal no damage at all. This allows you to stall the game while you collect orbs of your color on the board and build up your skills (this is critical in advanced dungeons--kill all but one monster in a wave, then charge up your skills before killing it and advancing). Then, when it's time, you can use orb changers to change most of the remaining orbs to your color, allowing you to deal massive damage. Your ability to deal significant damage in a single turn is called "burst damage," and it's necessary for surviving dungeons where you need to kill something quickly before it kills you. Mono-color teams also benefit from monsters whose leader skill gives attack or other stat bonuses to their color.

To make a mono-color team, it is critical that you a good leader and at least a couple orb changers. The leader will buff stats for monsters of your color. The orb changers let you change orbs on the board to your color. Without them, you lose your control and risk running out of your color's orbs when you need them most. I believe orb changers are, if anything, even more important than leaders, so I'll consider them first. The key orb changers are:


A) Mystic knights, who change another color into your color. For example, mystic flame knights change blue orbs to red orbs. Mystic knights start as 3-star monsters (rares) and can be evolved up to 5-stars, but their orb-changing skill stays the same. They are usually obtained at the rare egg machine. However, they drop (very rarely) in special dragon dungeons (best chances at Master difficulty, but it's still low), and in the Hera dungeon. Also, occasionally we get a special dungeon that makes it easier to get them (e.g., Dragon Guardians for the green ones), but this happens extremely rarely.


B) What I'll call "secondary orb changers," who change hearts into orbs of your color (they're also known as "attack stance orb changers"). Unlike mystic knights, these vary by color. Black and red drop (rarely) in normal dungeons, while the other three are extremely difficult to get outside the rare egg machine. This may explain why black is such a popular mono-color team.


C) The ninjas. These are relatively new to the game, as of the update to 5.0. They are similar to mystic knights, in that they change another color orb into your color (conveniently, they don't change the same color orb as the mystic knights). While they're commonly known as "ninjas," their actual monster type varies, as do their stats and leader abilities. For example, the light ninja Fuma Kotaro is physical: he has high hp but low RCV. The blue ninja Hatsume no Tsubone is a healer: her RCV stat is high, while her hp is much lower. Ninjas can thus far only be obtained from the rare egg machine. While not necessary, they can take the place of one of the orb changers above, or you can use all three on a team.


D) Greek 2.0 gods. So-called because they're the second set of Greek gods to become available, these gods make excellent leaders (see below), plus their active skill combines the effect of that color's mystic knight and secondary orb changer. For example, the red god Ares changes both blue orbs and hearts to red. However, their skill cooldown is longer than knights and secondary orb changers, and it's harder to level their skill, so they can't really replace having other orb changers.

If you don't have two orb changers, there are other less efficient methods for orb changing. For example, you might combine a Flare Drall (changes wood orbs to hearts) with a Titan (changes hearts to fire orbs) to get more fire orbs.

Next, we consider leaders. The most common leader is something that gives 2x attack to monsters of your color. If you find a friend leader who also gives 2x attack, you'll get a combined 4x attack (leader bonuses combine by multiplying). This is generally a solid way to start. For example, the starter dragons (e.g., the dragon you began the game with) give 2x attack in their five-star forms. Later in the game, you'll want leaders who give bonuses to hp and RCV as well, as these bonuses increase your chances of surviving difficult dungeons. See the Advanced Guide to Team-Building for details, but a few examples are:


A) The starter dragons have an ultimate evolution (see here for info on ultimate evolutions) that changes them into their six-star forms. In these forms, they give 2x attack/2x RCV. Note that the red/blue/green starter dragons can generally be found in the special dragon dungeons of their respective colors (at lower difficulties). However, the light/dark starter dragons can only be obtained in the gift exchange you get at level 20.


B) The Norse gods also give 2x attack/2x RCV to their color. They also have a useful active skill which gives you an additional 1.5x attack for one turn (best used the same turn as your orb changers for maximal burst damage).


C) The RGB Indian gods (Shiva/Parvati/Lakshmi) give 1.5x attack/1.5x hp/1.5x RCV.


D) The RGB Greek 2.0 gods (Ares/Artemis/Hermes) give 2x attack/2x hp, while the light/dark ones (Apollo/Persephone) give 1.5x attack/1.5x hp/1.5x RCV.

Finally, you want to fill out the rest of the team with monsters that have high stats and/or useful skills. Early in the game, you can use ogres, devils, demons, and chimeras (or even goblins at the very beginning). These all have decent attack, and not much else. Later in the game, you'll want more useful monsters. Gods are great, but that requires getting the right thing from the rare egg machine. Dragons are often reliable. Those resistance dragons make great team members in their 5-star form. Later, you might replace them with mech or ancient dragons (from the weekly special dragon dungeons). There are many other options. For example, some people like the evolved form of red/green/blue golems (enormous hp, and their active skill gives you 50% damage reduction for three turns).

We next consider the strengths and weaknesses of each color's teams. All the monster images below are the unevolved forms (e.g., mermaid is siren's unevolved form). You can click on the images for more information.

2A) Light Team
Pros:
* Not weak to any color.
* Secondary orb changer (valkyrie) is great if you have one--she can also lead a healer 6.25x team (see the next section).
* Can be improved by obtaining a Zeus from his special, uber-difficult dungeon (which appears very rarely and often requires 5-15+ stones to defeat, depending on your team). Zeus has awesome stats, a powerful skill, and an amazing leader ability (3x damage when your hp is full).
Cons:
* Slowest color to level (no pengdras).
* Valkyrie only appears in rare egg machine or in an uber-difficult special dungeon (even harder than Zeus', and it's only appeared once so far).
* Not very popular, so it's difficult to find friends with supporting leaders (however, easy to fiend friends with valkyrie due to the 6.25x healer team).

2B) Dark Team
Pros:
* Not weak to any color.
* Secondary orb changer (vampire) drops in Castle of Satan (rarely).
* You can skill up vampire by feeding him big baddies (evolved from baddies in the first dark dungeon).
* Vampire Lord's leader skill (from evolved vampire) is 2x dark attack, making him even more useful to you.
* You can greatly buff up your overall hp by throwing a couple rainbow keepers on this team.
* Can be improved by obtaining a Hera (also found in a special difficult dungeon, but it appears more often and is easier than Zeus'). She has good stats and a powerful skill.
* Probably the most popular mono-color team, so you can often find friend leaders that support it (e.g., vampires).
Cons:
* Second slowest color to level (no pengdras, but (dark) metal dragons appear often).

2C) Red Team
Pros:
* Easy to level with evolved red pengdras.
* Secondary orb changer (titan) drops in Tower of Trials (None Shall Pass), and Tower of Giants (Gate of the Giants, Path to the Tower) (rarely).
* You can skill up titan by feeding him samurai goblins (easier than evolving big baddies).
* If you have an echidna (super useful), you can put her on this team.
* RGB teams have more potential leaders, thanks to the useful Indian gods.
Cons:
* Weak to blue.

2D) Green Team
Pros:
* Easy to level with evolved green pengdras.
* RGB teams have more potential leaders, thanks to the useful Indian gods.
* A very common team, thanks to the popularity of Parvati (the green Indian god), so it's easy to find friends.
Cons:
* Weak to red.
* Secondary orb changer (highlander) only appears in the rare egg machine, or in a very difficult special dungeon that's only appeared twice (Two Heroes).

2E) Blue Team
Pros:
* Easy to level with evolved blue pengdras.
* If you have a siren (super useful), you can put her on this team.
* RGB teams have more potential leaders, thanks to the useful Indian gods.
Cons:
* Weak to green.
* Secondary orb changer (berserk) only appears in rare egg machine, or in a very difficult special dungeon that's only appeared twice (Two Heroes).
* Not very popular, so difficult to find friends with supporting leaders.

Overall, I would say that dark is the easiest team to play, following by light/red. Green and blue are the most difficult because you can't farm the secondary orb changer easily and they're weak to another color. However, it really comes down to what rares you obtain.

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03-28-2013, 06:28 PM (This post was last modified: 04-13-2013 07:50 AM by MisterDrgn.)
Post: #3
Beginner's Guide to Team Building
Part III: 6.25x and Survival Teams

We now consider 6.25x teams. Whereas mono-color teams are all about control, 6.25x teams are about raw power (also some control). Afterwards, we will look at survival teams, including Odin/Healer and special-purpose zombie teams.

1) 6.25x Teams
The idea here is to have two leaders that each give 2.5x attack to monsters of a particular type, and then to fill up your team with monsters of that type. The bonuses multiply to give 6.25x attack to everything (or almost everything) on your team. Because your leaders help monsters of a certain type, rather than a certain color, these generally aren't mono-color teams. However, they still benefit from orb changers (albeit to a slightly lesser degree than mono-color teams).

[Image: 24qsm10.png] [Image: 24qsm10.png]
[Image: 24qsm10.png]
How do you know what 6.25x team to make? It's simple, really. If you have a mystic stone knight/dragon knight/ancient dragon knight (the green orb changer), evolve him to his 5-star version. You now have an ADK, a dragon who gives 2.5x attack to other dragons. On the other hand, if you have a valkyrie (the secondary white orb changer), evolve her to her 5-star version. You now have a great valkyrie, a healer type who gives 2.5x attacks to other healers. While there are other monsters that give 2.5x attack to other types, these are the only two that anyone takes seriously, with the ADK/dragon team being the more popular.

1A) ADK/Dragon Team
This is the team to make if you have one, or ideally two mystic stone knights. Once you evolve them to ADKs, it's easy. You just start collecting dragons on the team. Dragons typically have high attack, high hp, and decent-to-great offensive skills. The only place you suffer is low RCV, so healing can be a problem. However, with two ADK leaders you kill most things before they get a chance to attack.

While you can use many colors of dragons, the more colors you use, the less useful ADK's blue->green orb changing becomes. Therefore, most players aim for a primarily green/black team. This works best if you also have a mystic dark knight (the dark orb changer). In his 5-star form, Chaos Dragon Knight (CDK), he also counts as a dragon. Thus, an optimal team might be:

ADK (leader)
ADK
CDK
2x Powerful green or dark dragons (Or other colors, depending on the dungeon at hand)
ADK (friend leader)

(Although the team can still be quite potent without those extra mystic knights.)

Many players also like having an echidna around. Her skill (delays enemy attacks for 3 turns) gives you a little more time to crush bosses, since you're hoping to kill things before they get a chance to hit you. She's not a dragon, so you'd only add her for dungeons where you need her. You can also switch out one of the leaders for a defensive unit (green Odin, Viper Orochi, etc--green Odin is better since healing is difficult) when you need to.

Pros:
* Maximum damage
* High hp
* Aside from your ADK and possibly 1-2 other mystic knights, all other members (dragons, echidna) can be farmed
* Very popular team, easy to find friends with ADKs
Cons:
* Low RCV, so healing is slow (echidna's RCV can help here)
* Weak against red dungeons (can switch in blue dragons to help)

1B) Valk/Healer Team
This is the team to make if you have a valkyrie or two. The team is stronger if you're lucky enough to have two valkyries, but it works with only one. First, get your valkyrie evolved to a great valkyrie (2.5x attack for healer types). Then, populate your team with those lovely healer-type monsters (siren, echidna, lilith, etc). This team has less attack and far less hp than the ADK dragon team. However, it has tremendous healing (high RCV), and lots of great offensive and defensive skills. Basically, if your enemy can't one-shot you, you will never die. And while the attack is lower than ADK dragon teams, it's still higher than any mono-color team, thanks to the 6.25x multiplier. So what about those skills? You can:

1) Match hearts, heal tons of hp (even with small combos).
2) Use Siren every 5 turns to make more hearts for more healing.
3) Use Valkyrie to change hearts to light orbs, and hit them with the 2-4 light monsters you'll have on your team (see below).
4) Combine Siren and Valkyrie's skill to turn red orbs and hearts to light orbs, for maximum damage.
5) Use Echidna to delay enemies monsters for three turns while you heal or set up powerful combos.

And what goes on this team? Firstly, it helps if you're lucky enough to have a second valkyrie. Valkyrie's max hp is better than any other healer, her max attack beats everyone but lilith, it's easier to max her level (70 vs. 99), and as a white monster she benefits from other valkyries' orb changing. Furthermore, valkyries now have an additional evolution which gives her even better stats (though it's expensive and gives relatively minor improvements, so it's only recommended for later in the game). So a second valkyrie is nice, but not absolutely necessary.

As for the other team members, you definitely want a max-skill siren. You definitely want an echidna. Beyond that, you have some options. An optimal team will look something like:

Valkyrie (leader)
Valkyrie
Siren (max-skill)
Echidna
Siren/Echidna/Lilith/Archangel/Verche
Valkyrie (friend leader)

If you don't have a second valkyrie, then you get two picks from that long list. A second Siren lets you change red to hearts even more frequently, but more frequently than every 5 turns may be unnecessary, and Siren has weak attack. A second echidna lets you delay monsters even more, but echidna and siren hurt each other (since siren's active skill uses up red orbs). Lilith has the best attack of any healer type, but you're diluting your team by adding another color, and her skill isn't useful in normal dungeons. Archangel is one of the worst healers, but as a white healer, she can benefit the most from valkyrie's orb changing (unless you have a third valkyrie). Verche (evolve mystic light knight) isn't a healer at all. However, if you have a lot of valkyries on the team with no lilith, you might really like verche's dark->light orb changing. It's up to you, and you may want to stay flexible, switching it around for the dungeon you're facing.

Also nice: if you're willing to give up one of your 2.5x leaders, this team goes great with viper orochi. Orochi will save you from dying to a single hit, and your team can heal back up to 50% hp easily. This is one of the strong teams for defeating Hera's dungeon, a difficult dungeon that occasionally appears.

Pros:
* High damage (but lower than ADK)
* Maximum healing potential
* Great offensive and defensive skills
* Aside from valkyrie (and possibly a second one), all units are farmable
* Many units are light, so they aren't weak to any color
* Can switch around healers for the dungeon in question
* Reasonably popular team, easy to find friends with a Valk
Cons:
* Low hp (easy to die to a single attack, so you have to be careful)
* High-maintenance team: You'll have to spend a lot of triggering various skills to stay alive in difficult dungeons.
* You have to spend a LOT of time leveling--most healers have a fairly low attack when they first hit 5-stars, so you need to level them well into their 5-star form to be most effective.
* White monsters (e.g., valkyrie) are the slowest to level--no pengdras.

2) Survival Teams
Finally, we consider survival teams. Here, the idea is to use a leader who will allow you to survive powerful boss hits. There are two possible leader types: green Odin, or something with resolve/perseverance.

2A) Odin/Healer Team


Green Odin's leader skill works as follows: If you hp is max when you take a hit, the hit will only deal 20% damage to you. While this doesn't guarantee survival, it means that most hits will deal minimal damage, and even strong boss hits cannot kill you unless they hit for 5x your total hp. The leader ability works less well if two monsters attack at once--the first monster will deal only 20% damage, but the second will deal full damage. Thus, when you see two monsters that will be attacking the same turn, it's critical to kill one of them before they attack, unless you can take the hit.

The idea of an Odin/healer team is to pair Odin with a high-level healer leader (Siren works, but a high-level Amaterasu Ohkami is preferred). Each turn you are attacked, the enemy will hit for a small amount of damage. Then, your healer will heal you back up. Voila, you are invincible!

An ideal Odin/Healer team requires getting a lucky pull from the rare egg machine: either an Odin or an Amaterasu (also, note that Odin generally can only be pulled during special events). However, if you're lucky enough to get one of these, it's extremely powerful. While it deals damage slower than a mono-color or 6.25x team, it is usually better at survival. Against a single boss, you can last forever (provided the boss can't deal 5x your hp, and your healer can heal you back up to max hp between the boss' hits). Also, unlike zombie teams (see below), an Odin/Healer team can also have a very high max hp. This means you typically can survive being hit by more than one enemy at once--the first one will only deal 20% damage, so you'll be okay as long as this combined with the second doesn't outright kill you. However, when this happens, you'll usually need to match hearts to get your hp back up to max as soon as possible, so that Odin can come into effect again.

Odin/Healer teams are extremely flexible: the rest of your team can be pretty much anything. However, I recommend using mono-color teammates (e.g., four light monsters) with orb changers to maximize your burst damage. That way, if you're in a tricky situation where two monsters will hit you at the same time, you have a better chance of killing one of them quickly (providing you've charged your orb-changing skills).

2B) Resolve Team



Resolve teams are easier to form than Odin/Healer teams, but they are typically more fragile. They require a monster with the resolve leader ability (ogre, titan), or better yet, a monster with perseverance (viper orochi). When you have a leader with resolve (a single hit cannot kill you if you hp is above 70%) or perseverance (a single hit cannot kill you if your hp is above 50%), you can fight monsters that would normally kill you in a single hit--light/dark/rainbow keepers in the Tuesday Dungeon, divine masks in the Expert Wednesday Dungeon, bosses in the special Hera dungeon, etc. When something hits you for over your max hp, you instead drop to 1 hp. For this to work, you must be careful of two things: 1) If two strong monsters are going to hit you on the same turn, you MUST kill one of them before they get a chance--two hits together will still kill you, if the first drops you below 50/70%. 2) After you are hit, you must raise your hp back up (to 50% or 70% of max) before the next hit. The first concern is addressed by putting high-attack monsters on your team. The second concern is often addressed by putting a healer on your team as the second leader. The most extreme way of addressing both is to make a zombie team (see below).

2C) Zombie Teams
The idea with a zombie team is to have a healer that automatically heals you above your min level (50% or 70%) every turn. That way, as long as you aren't attacked by two monsters at once, and as long as you match some orbs every turn (required to activate the healer ability, color doesn't matter), you can never die. To make this easier, you want your max HP to actually be as low as possible--the lower it is, the easier it is for your healer to heal you back up to 50/70% of it every turn. An ideal zombie team would be something like this:

Amaterasu Okhami (6-star Ama) (leader) (best healer)
4 Attacker-type monsters
Viper Orochi (other leader) (perseverance)

Ama is good because she has the best possible healing. If you don't have access to one, you can use a high-level five-star Siren. Viper Orochi is good because he's the only monster with perseverance (triggers at 50%). Otherwise, you'll have to use something with resolve (triggers at 70%), like an ogre or a titan, which means you'll need to heal a lot more. Attacker-type monsters are good because they have high attack but low hp, exactly what you want. These include goblins, devils, demons, and chimeras.

This type of team is the reason people typically don't level Viper Orochi. You want to keep him low-level, with low hp, so as to keep your max hp down. Your healer, on the other hand, should be as high-level as possible, for maximum healing (it's based on her RCV stat). The rest of the team should be as high-level as you can make them while keeping your max hp low enough for the healer to handle it.

Zombie teams are extremely fragile, and they aren't recommended for use in most dungeons. However, if you can put a zombie team together on the side, you've got a shot at Hera's special dungeon, and you can finish the final normal dungeon (where the boss hits for 25k damage every turn). Good luck, and happy hunting!

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05-17-2013, 03:05 PM (This post was last modified: 05-17-2013 03:21 PM by gutsssu.)
Post: #4
RE: [Beginner / Team Building] Beginner's Guide to Team Building 2.0
I'm really noob I think I should create a water team because I got lucky with rare water monsters. Here is what I have for water monsters:

-idynn & idunna
-megalodran
-siegfried, the blue champion X2
-viper orochi
-leviathan
-undine
-berserk X2
-siren
-shardra
-bubble chimera
-fenrir knight

If any of u experienced players know this game please recommend me a water team from what I have with leader and stuff . I really will appreciate it thank u ! The main thing is seeing what the best leader would be but if u know what best team would be thats even better
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05-17-2013, 06:58 PM
Post: #5
RE: [Beginner / Team Building] Beginner's Guide to Team Building 2.0
(05-17-2013 03:05 PM)gutsssu Wrote:  I'm really noob I think I should create a water team because I got lucky with rare water monsters. Here is what I have for water monsters:

-idynn & idunna
-megalodran
-siegfried, the blue champion X2
-viper orochi
-leviathan
-undine
-berserk X2
-siren
-shardra
-bubble chimera
-fenrir knight

If any of u experienced players know this game please recommend me a water team from what I have with leader and stuff . I really will appreciate it thank u ! The main thing is seeing what the best leader would be but if u know what best team would be thats even better

I'd suggest posting questions about that in the mono-blue thread, but it looks like an awesome setup. You can run:

Leader: I&I
Siegfried
Fenrir Knight (evolve when you get the chance, not critical)
Viper Orochi
Siren?

Maybe check in the mono-blue thread about the siren. You'd want to level and evolve everyone. Since we just started a 2x skill-up event, this is a good time to work on skilling up monsters. For example, you could feed your two berserks and your extra siegfriend to your main siegfried (again, may want to check here, but I don't think anyone would want two siegfrieds). And of course feed marine goblins to your siren if you haven't skilled her up yet.

Then find Hermes (and Lakshmi) friends, and you're golden.

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05-17-2013, 11:00 PM (This post was last modified: 05-17-2013 11:04 PM by gutsssu.)
Post: #6
RE: [Beginner / Team Building] Beginner's Guide to Team Building 2.0
thanks for the response ! "Maybe check in the mono-blue thread about the siren. You'd want to level and evolve everyone." I read somewhere to not level viper orochi still apply here?
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05-18-2013, 09:39 AM
Post: #7
RE: [Beginner / Team Building] Beginner's Guide to Team Building 2.0
(05-17-2013 11:00 PM)gutsssu Wrote:  thanks for the response ! "Maybe check in the mono-blue thread about the siren. You'd want to level and evolve everyone." I read somewhere to not level viper orochi still apply here?

Again, I'd suggest posting in that thread. It's just a few below this one.

Viper Orochi serves two different uses: as a leader for a resolve or zombie team (covered in the beginner's guide to team-building) or as a sub on a mono-blue or other late-game team. Personally, I'd go ahead and level viper orochi unless you need him for a zombie team to take on Hera's dungeon (Have you thought about Hera's dungeon? It's nice to have a Hera). But opinions on this vary, and you'll find a lot more input in the blue thread.

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05-19-2013, 04:13 PM
Post: #8
RE: [Beginner / Team Building] Beginner's Guide to Team Building 2.0
NEED HELP!!!

For a long time i have been using echidna the red empress for my leader, after looking at this guide i feel that i dont have a good choice of leaders for a team. I have lots of good subs...

MOnsters
Keeper of Rainbow
Ancient Light Dragon Laphroaig(was really lucky on adept)
Echidna the red empress
Sundragon Pterdos
Aurora Dragon
Dragon KNight
Devil DRagon
Firedragon Tyrannos
Susano
Berserker
Highlander
Succubus


As you can see, its really hard for me making a mono color team...
Anyadvice?

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05-19-2013, 04:36 PM (This post was last modified: 05-19-2013 04:37 PM by MisterDrgn.)
Post: #9
RE: [Beginner / Team Building] Beginner's Guide to Team Building 2.0
(05-19-2013 04:13 PM)ITossChildren Wrote:  NEED HELP!!!

For a long time i have been using echidna the red empress for my leader, after looking at this guide i feel that i dont have a good choice of leaders for a team. I have lots of good subs...

MOnsters
Keeper of Rainbow
Ancient Light Dragon Laphroaig(was really lucky on adept)
Echidna the red empress
Sundragon Pterdos
Aurora Dragon
Dragon KNight
Devil DRagon
Firedragon Tyrannos
Susano
Berserker
Highlander
Succubus


As you can see, its really hard for me making a mono color team...
Anyadvice?

Okay, first of all you can evolve dragon knight to make an ADK and do an ADK dragon team (nice and fast, doesn't work forever). In the long run, you probably want to go green. You don't have a green leader, but the green starter dragon (whose ultimate evolution is the third or fourth-best leader) is easy to get--you just need to wait for the next green special dragon dungeon that provides it. Your green team would be:

Leader: Green starter
Dragon Knight
Highlander
Susano
Something else (maybe farm and evolve a lil green dragon?)

So...

1) Evolve dragon knight to ADK.
2) Level resistance dragons to five stars (devil dragon, aurora dragon).
3) Get the green starter when you can, transition from ADK dragon team to green team.

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05-19-2013, 04:41 PM
Post: #10
RE: [Beginner / Team Building] Beginner's Guide to Team Building 2.0
oh yeah i have earth dragon and i just sold brachy for room! i also need some dragon furits, which dungeon do you get lots from?

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