[Team Building] Mono-Light Team Appreciation Thread
04-23-2013, 06:42 PM (This post was last modified: 06-02-2013 06:58 PM by MisterDrgn.)
[Team Building] Mono-Light Team Appreciation Thread
Okay, since all the other colors are doing this, I guess it's time to make it happen. As with the other colors, this thread is not so much a guide as a discussion of the strengths and weaknesses of various light units, as well as the strengths and weaknesses of light teams themselves. Light is possibly the least-popular mono-color team. However, it has its own strengths--it is arguably unmatched in terms of raw aggressive power. It has some extremely powerful offensive and defensive units. Plus, it's just so lofty. How many gods of thunder does your color have??
In discussing light, I won't only be considering traditional mono-color teams (teams with leaders that give multipliers to attack, hp, and RCV). While few players have serious mono-light teams, many have strong multi-color teams with key light members. I believe one of mono-light's strengths is its synergy with other mid- and late-game teams. If you're working on a Valkyrie healer team, or a Healer/Odin team, or a Zeus team, chances are you'll have some strong mono-light subs. If you can use those subs across multiple teams, you'll save yourself valuable stamina (not to mention benefiting more from those lovely +1s).
This guide will assume you're familiar with the teams and concepts discussed in:
The Beginner's Guide to Team-Building
Sederien's Advanced Guide to Team-Building
04-23-2013, 07:47 PM (This post was last modified: 07-06-2013 04:14 PM by MisterDrgn.)
RE: [Team Building] Mono-Light Team Appreciation Thread
1A) Why Monochromatic?
It's hard to talk about light without talking about dark. In P&D they share a lot of common features. I'll start by discussing their commonalities.
Light and dark are the most aggressive colors in the game. Firstly, and most saliently, they deal full damage to every color monster. RGB monsters deal 200% damage to one color but only 50% to another. In contrast, light/dark deal 200% to each other but the full 100% to every other color. This is a significant strength for a mono-color team because you won't be weak in any dungeon.
In addition, light/dark have Gods--farmable Gods--with gravity. Gravity is an active skill that removes a fixed percentage of an enemy's remaining hp (30% for Hades/Hera on dark, 35% for Zeus on light). Against end-game bosses with millions of hp, this can make a huge difference.
Light/dark also have Gods with Change the World. This active skill lets you move any orbs you want on the board for 10 seconds. Doing so (particularly after triggering an orb changer or two) allows you to set up killer combos for massive damage. To give you an idea, a single 12-orb combo will deal 3,250 damage (assuming a monster with 1000 attack). If you can instead split that up into four 3-orb combos, you're looking at 7,000 damage!
Finally, light/dark have golems, whereas the other colors have mech warriors. Golems remove 75% of all enemies' defense for 5 turns. While it's not as good as Shiva (the red God who removes all defense), it lasts longer and can be quite useful against high-armor/high-hp bosses (and even against Neptune in Hera's dungeon).
Unfortunately, light/dark have their weaknesses. First and foremost, they are difficult to level because you can't get light/dark pengdras in Tech dungeons. In fact, light is even harder than dark because gold dragon dungeons (the light equivalent of jewel dragon dungeons) are extremely rare. Fortunately, leveling light isn't as hard as it used to be. These days, we get Pengdra Village (contains all colors of pengdras, even light) and gold dragons in every special event, and we've been getting a special event every other week. However, gold dragons only appear for a single hour each special event. So if leveling light is a priority, you may want to consider spending precious stones during Pengdra Village and/or gold dragons.
Secondly, light/dark don't have the same range of leaders as the other colors. In particular, they lack a leader that provides 2x attack/2x hp. This means they can't make the awesome 4x attack/2x hp/2x RCV teams the other colors can. Their options (discussed more below) are 3x attack/1.5x hp/3x RCV, 2x attack/2.5x hp/2x RCV, or 2.5x all. In fact, even these other combos are more difficult to make because the light/dark starter dragons (unlike the other colors) can only be obtained from the level 20 present or as super rare drops in the Ancient dragon dungeon (Expert difficulty)--they don't drop in other special dragon dungeons.
Finally, some dungeons only have RGB orbs, rendering light/dark teams nearly useless. While the Weekend Dungeon isn't that hard, the Ancient Dragon Dungeons are a real pain to run without a strong RGB team (at least the red, green, and blue ones). Of course the Ancient Dragon Dungeons only appear rarely, thank goodness.
1B) Why Mono-Light?
I would say there are three key monsters that separate light from dark: Valkyrie, Amaterasu, and Zeus. Aside from their (considerable) strength on mono-light teams, each of these monsters can serve as a leader on its own team, a team which will benefit from having other light members. Thus, by developing a mono-light team, you are simultaneously developing several other potential teams.
Valkyrie is the light's offensive stance orb changer: she changes hearts to light. She is also a healer unit with a high RCV (maxing out at 656) and a leader skill that gives 3x attack to healers. She serves as a leader on healer teams, which combine high attack with useful defensive skills and huge healing potential (but low hp). Healer teams have recently seen a major jump in popularity, thanks to that 3x attack (her previous version only provided 2.5x), and another monster (King Shynee) that provides an additional 3x attack to healers for a single. Thus, by developing a Valkyrie, you are also developing a strong leader for a potential healer team.
Amaterasu is the light's Japanese God. Her leader skill heals 5x her RCV every turn, more than any other monster. At max level, that means 3,260 hp, or up to 1,500 more if you feed her +1 RCV eggs. One strong mid-game team combines her with a green Odin leader, who prevents 80% of damage when you're hit if your hp is full. Together, they make it almost impossible to die if you're attacked by only one monster on a turn. What happens if you're about to be attacked by two, and the second can do enough damage to kill you or overcome your healing? You need burst damage--a high amount of damage dealt in a single turn, using orb-changing and other active skills. What's the best way to maximize burst damage? Mono-color subs! I recommend all those light subs you're using on your mono-light team, for maximum synergy with Amaterasu.
Finally, we have Zeus, a special God who can be farmed in his own super-difficult dungeon (so you don't need luck at the rare egg machine to get him, though you do need a strong team and several stones to rez yourself during his dungeon). Zeus is perhaps the most aggressive monster in the game. His leader skill provides 3x attack IF your hp is full (so better be careful if you take a hit). His active skill, as previously mentioned, removes 35% of your enemies' current hp. So throw two Zeus leaders together and you're looking at insane damage-dealing potential. What's the best way to maximize that? Light subs! Zeus teams frequently include at least two light subs: Valkyrie and Verche (evolved mystic light knight), both of whom you'll be leveling for your mono-light team.
Beyond that, Zeus is a terrific sub on a mono-light team. Aside from the aforementioned gravity skill, he has excellent stats (maxing at 1422/3587/330 attack/hp/RCV), meaning he'll have a permanent spot on your mono-light team, and likely on your Amaterasu/Odin team should you have an Ama or Odin.
04-23-2013, 07:48 PM (This post was last modified: 05-28-2013 07:44 PM by MisterDrgn.)
RE: [Team Building] Mono-Light Team Appreciation Thread
2A) Typical Mono-Light Leaders
We begin with the leaders you'd normally use on a mono-light team. Typically, the goal is to produce a leader combo that boosts all three stats: attack, hp, and RCV. Note that early in the game, this is unnecessary. There are plenty of dragons that just boost attack for light monsters. Throw a couple of these together, and you can be dealing 4x attack and having a good time. However, as you get farther in the game, you'll begin valuing the boost to hp and RCV at least as much, if not more.
Below, I provide the min and max stats for the final evolution of each monster. If a monster has the best value among all typical leaders for a particular stat, it is highlighted in green, while the worst value is highlighted in red.
The Greek 2.0 god of Light, Apollo is a well-rounded leader, with excellent stats and a leader skill that buffs all three stats for light monsters. His active skill is also quite useful, combining the effects of Valkyrie and Mystic Light Knight/Verche. Note, that he can't actually replace those orb changers, however. His active skill is on a much longer cooldown, and it's extremely difficult to level it up. Still, the skill can be quite convenient if you need a quick orb change and your Valk/Verche's skills haven't reset yet.
1.5x is not the greatest multiplier. However, Apollo is the only light leader who boosts both attack and hp, meaning he's almost required if you want to boost all three stats (the reason he isn't actually required is that you can use a Genie, discussed next). His active skill is among the two most useful for light leaders and is hurt only by the fact that it is sometimes redundant with the other orb changers on your team.
The Norse god of Light, Thor is a powerhouse. He has excellent hp, and he essentially ties Apollo for attack (in a sense he has more attack because his ultimate evolution provides a secondary attack at 10% of the main). His leader ability provides 2x attack and RCV, pretty much the best value you can get. His active skill is also quite useful, provided you use it correctly. The idea is to maximize your burst damage.
Burst damage is when you save up skills and (potentially) orbs so that you can deal massive damage in a single turn. It is critical in kill-or-be-killed situations, such as when you are facing multiple bosses or midbosses and you need to kill one of them quickly so you can survive hits from the other(s). By triggering Thor's skill right after using your orb changers, you can add another 50% to your burst damage, killing your enemies all the more quickly.
Note that Thor's ultimate evolution allows his leader skill to boost physical type monsters, as well as light monsters. However, I can't really recommend sticking non-light physical monsters on your team (unless you have a really good reason for wanting a particular monster). Diluting a mono-color team with off-color monsters is generally bad because:
A) They don't benefit from the other light leader (e.g., Apollo).
B) They don't benefit from the orb changers.
C) They don't benefit from other light-specific skills, such as Thor's own active skill.
Sundragon Sol Pterados
This is the ultimate evolution of the light starter dragon (see more info about ultimate evolutions here). It's essentially a poor man's Thor, providing the same awesome leader skill in a crappier package. Note the relatively low stats and the weak active skill with a massive cooldown. Still, if you can't get a Thor, there's a lot of value here. Firstly, the attack is still decent, particularly considering that Pterados is an ultimate evolution, meaning it also gets a second attack at 10% of its attack stat. Secondly, it's the only other way to get 2x attack and RCV, an excellent stat boost. Combine this guy with an Apollo or Genie friend (probably Apollo), and you're looking at excellent all-round stats.
Note that the light/dark starter dragons are much harder to obtain than the RGB ones. You can't start the game with them, and they don't drop in most special dragon dungeons. Until recently, they could only be obtained from level 20 presents. However, they do drop (rarely) in the Ancient dragon dungeons.
New as of version 5.1, Raphael is light's angel. He opens up some intriguing possibilities: 1) His leader ability boosts both hp and RCV for light, meaning he's like the RGB Noel dragons. 2) His active skill turns the entire board to hearts. This can be useful for healing, but combine it with Valkyrie (see below) or Apollo, and you're looking at some massive damage.
2x hp/RCV is somewhat like 50% resist all (assuming your other leader isn't a healer). Combine two Raphaels, and you're looking at an extremely robust team with ~60k hp, potentially. Of course you pay for that by losing attack, so it's only recommended in dungeons where you particularly need in. On the other hand, Raphael can take the place of Apollo, providing that critical hp boost when paired with a Thor or Pterados leader.
Genie is light's elemental. Note that for RGB teams, we might not even mention the element when discussing top-tier leaders. However, light/dark teams suffer from leader lag. Back in version 4, the RGB Indian gods provided 1.5x attack/hp/RCV, whereas light/dark had no equivalent god. In version 5, our Greek 2.0 gods have gotten this leader ability, but RGB have moved on to 2x attack/hp gods. Since light/dark lack a god to provide 2x attack/hp, elementals are our best bets for massive hp totals (unless you've gotten one of those brand-new Raphaels).
Sadly, Genie doesn't have much else to recommend him. His own hp is miserably low (not that it'll matter much with that 2.5x multiplier). His other stats are decent. However, his active skill is extremely special-purpose, only providing assistance in cases where a dark monster is about to kick your butt, and then only for three turns. This could help in a dark dungeon or against a tough dark boss, but most of the time you'll be wishing you had some other skill.
2B) Strong Leader Combinations
Let's consider which leaders work particularly well together:
2C) Alternate Light Leaders
Finally, let's consider two other light monsters that make excellent leaders: Amaterasu and Zeus. Ama and Zeus are extremely flexible leaders, supporting many possible team combinations. However, they can both benefit from primarily light teams (I won't discuss Valkyrie, since Valkyrie healer teams necessarily have several different colors on them). We'll also look at Baal, a new monster who provides a (somewhat inferior, imho) alternative to Zeus.
The Japanese god of Light, Ama is arguably the strongest healer in the game (I say "arguably" because while Siren heals far less, her active skill is more useful). A max-level Ama will heal 3,260 hp every turn, plus 15 more for every +1 RCV you feed her. This is enough to keep you alive through some difficult fights, particularly if you pair her with a green Odin for damage reduction. Speaking from experience, Ama/Odin teams can defeat every tech dungeon up until the conditionals, almost every normal dungeon (contrary to popular belief, later normal dungeons are harder than later tech dungeons for Ama/Odin because later normal dungeons are way harder in general), and Hera's special dungeon. They won't last you forever, since they can't take on special tech dungeons like Mech/Ancient Dragons and Zeus, but still, you can get a lot of mileage out of them.
Ama/Odin teams suffer from two significant weaknesses: they're slow (since you don't have an attack multiplier), and they can falter when multiple monsters attack at the same time (since Odin only resists damage from the first monster). As should be clear by now, the best way to deal with these weaknesses is to maximize your burst damage. And the best way to maximize burst damage? Mono-color subs! I run Ama/Odin with two light orb changers and two other light subs (who vary depending on the dungeon). Often, there's a Thor in there. By triggering your orb changers and potentially Thor, you can deal significant damage even without multipliers from the leaders. This speeds things up and helps to keep you alive.
I really couldn't resist mentioning Zeus. Zeus is a beast (compare his stats to the leaders above) with an awesome (but slow) active skill, but we'll save those for later. For now, how about that leader skill? 3x attack when your hp is full. This is a powerful but delicate ability. The best way to keep it going is to kill things quickly. Again, the best way to do that is go mono-color.
Most Zeus teams are not completely mono-light. However, it is common to at least use two light orb changers (Valkyrie and Mystic Light Knight/Verche). Combined with two Zeus leaders, this allows you to keep the light damage going (especially if your Verche's skill is leveled) and deal massive burst damage when you need to.
Baal is a poor man's Zeus. His stats are lower, his multiplier is only 2.5x, and his active skill can't deal the same massive damage to high-hp enemies. However, if you're just getting started and you have a couple light orb changers, a Baal team could be quite potent. It's particularly nice that you only need above 50% hp to trigger Baal's leader ability, making it less critical that you keep healed up at all times. If you're running a Baal team, I recommend planning to transition into a mono-light and/or Zeus team as you progress in the game.
PS: I really like the graphic for Lightning Archdemon Baal. So he's got that going for him.
04-23-2013, 07:49 PM (This post was last modified: 07-06-2013 04:25 PM by MisterDrgn.)
RE: [Team Building] Mono-Light Team Appreciation Thread
3) Team Members
Here I'll look at several types of team members that might prove useful: Orb Changers, Burst Damage, Direct Damage, Armor Breakers, Defense, and Healers. Typically, a late-game team will have 2-3 orb changers and 1-2 burst damage supporters (can substitute direct damage for burst damage if the direct damage scales with dungeon difficulty, i.e., Zeus). Armor breakers, defensive units, and healers can be subbed in depending on the dungeon. Dragons (who will primarily be covered in the following section) make decent replacements until you get that late-game together. As before, min and max stats are for the final evolution of each monster.
3A) Orb Changers
Valkyrie is everyone's favorite light orb changer. Aside from getting rid of those pesky hearts, she has nice stats, and excellent RCV. It's important to have a couple high RCV monsters on a mono-color team, to make healing easy. Nearly every mono-light or Zeus team has a Valkyrie, and Valkryie-led healer teams (not really covered in this guide) often have three (including the two leaders).
On the downside, Valkyrie is difficult to get: She can only be obtained from the rare egg machine or her own super-difficult dungeon which appears quite rarely. In addition, she used to be quite difficult to skill up. Fortunately, GungHo has now released the Poring Tower collab dungeon, which contains drops who have the same skill (as in the monster is literally named "drops"). Sadly, we've only gotten the dungeon for a day at a time thus far. So if you want to skill up Valkyrie, plan to spend stones and run the dungeon many times. It's probably worth it, since you can skill up several other monsters with goodies from that dungeon.
Verche, the evolved mystic light knight, is the most common and most easily obtained orb changer for light. He's frequently overshadowed by Valkyrie, but he has his own strengths. Consider:
A) Verche's stats are lower than Valkyrie. However, his final form is only 5-stars, meaning he's easier to max.
B) Verche's skill cooldown starts at 9, rather than 11. Like Valk, he can be skilled up from a dungeon that we get for a day at a time (Blade of Justice, the mystic light knight dungeon).
C) Verche's skill doesn't cost you any hearts. However, it can hurt if you're playing with any dark monsters on your team (e.g., a Hera for extra gravity).
For all the lack of popularity, Verche joins Valkyrie on pretty much every mono-light team and many Zeus teams. I also recommend them both for Ama/Odin survival teams.
Fuma, the light "ninja," provides a third orb-changing opportunity. The ninja orb changers are rarer because they only became available in a recent update. Also, they can only be obtained in the rare egg machine. Suppose, however, you've got a Fuma. Should you replace one of the above orb changers with him? Well, his skill is pretty nice--another 9-turn cooldown, and you'll never want green orbs on a mono-light team (you might on a Zeus team, since the most popular Zeus team includes a Parvati). His hp is massive, which is always nice. However, he makes up for this with tiny RCV. I'd be careful replacing a Valkyrie with Fuma, as you might not have enough RCV to heal during battle.
Light's dual-color rider, Dragon Rider is a possible substitute for either Verche or Valkyrie. Used on his own, he gives you the same light orbs as Verche, only he takes away your hearts. Used with Verche, he produces the same effect as using Verche and Valkyrie together. Since Verche and Valkyrie are often used together to maximize burst damage, Dragon Rider makes the most sense as a substitute for Valkyrie. He isn't optimal: You lose hp and RCV (though he has nice attack). His skill is on a longer cooldown, and good luck leveling it. And if you use the skill on its own, it fails to replicate the effect of Valkyrie's. Still, a Verche/Dragon Rider orb-changing team is workable. And occasionally Dragon Rider is better than Valkyrie--he has different effects depending on whether you use him and Verche together, giving you greater flexibility.
How about using Apollo as a sub, rather than team leader? You can benefit from his excellent stats, including that valuable RCV. However, his cooldown is a bit long--16 turns, and good luck leveling that skill. So I would hesitate to replace another orb changer with Apollo. However, if you already have two orb changers, Apollo could make a nice addition to the team. I think the only situation this would make sense would be if you also have a Thor. Then you could switch out Thor and Apollo as leaders depending on what friend leaders were available, using the other as a sub on the team.
Finally, how about Raphael as a sub? He brings his decent hp and amazing RCV to the table (though his attack could be better). His active skill has amazing destructive potential when paired with Valkyrie/Apollo, especially if you also throw in a Unicorn--see the description in the Team Compositions section. I don't think he can take the place of another orb changer (indeed, his skill on its own doesn't provide any offensive capability), but he might well take that last team slot, especially if you're running with a Unicorn.
3B) Burst Damage
Thor is burst damage enhancement in its simplest form. Activate his skill at the same time as your orb changers to make them 1.5x times as effective. In addition, Thor has nice stats: excellent hp and attack, but lower RCV. His ultimate evolution gets a secondary attack at 10% of the main--not enormous, but every little bit helps, and it'll mean one more point of damage against high-defense enemies like masks and jewel dragons.
As with Apollo, I'm not sure it's worthwhile having two Thors on a team, as the skill does not stack. Thor's skill is only really helpful when used at the right time. Of course, orb-changing skills have far shorter cooldowns (except for Apollo's), so I could see using two Thors so that one can activate whenever the orb changers activate, but I expect this will usually be unnecessary. Thus, a Thor leader + Thor sub feels excessive. Instead, Thor might best be used as a sub only when you're leading with Apollo. As I said above, you could switch between leading with Thor or Apollo depending on your friend leader, using the other as a sub.
How about on other light teams? I recommend Thor on a mostly-light Ama/Odin team, as he helps you get rid of multiple-enemy threats. He can also turn your 9x Zeus team into a scary 13.5x for one turn. However, there may be too much competition from other subs on a Zeus team.
Venus is another excellent burst damage enhancer. Her skill is great because it lets you set up optimal combos--you can move one orb, then another, then another, for up to 10 seconds, setting up as many combos as possible. This works quite well in combination with orb changers because of how the combo system works in Puzzles & Dragons. Suppose you have 18 light orbs after orb changing. Ignoring other colors, a single 18-orb combo would deal 4,750 damage (assuming a single 1000 ATK monster). However, if you split those 18 orbs into 6 different 3-orb combos, you're instead looking at 13,500 damage! Using Venus obviously requires some strategy and skill, but the damage potential is enormous.
Venus also comes with decent attack and huge RCV, meaning she's another potentially RCV source if you're looking for one.
Finally, the unicorn is an interesting case. Its skill adds a damage multiplier to every light orb currently on the board. In the future, when you match a combo involve these orbs, you'll get an extra 6% for each orb. For example, if you matched all of those 18 orbs from before, you'd get an extra 108% damage, more than double. If you turned the entire board light (which is bad for combos), unicorn's skill would give you an extra 180% damage. Combine a unicorn with a Thor or Venus, and you're doing scary amounts of damage.
The unicorn's stats are interesting. It has excellent attack and RCV, but tiny hp. That's a bit scary, but you could make up for it with some beefy (high-hp) monsters like Zeus, Thor, and Fuma Kotaro. A unicorn would also be excellent on a zombie team, perhaps with an Amaterasu leader.
Finally, I should mention that unlike most of these guys, unicorns don't come out of the rare egg machine. They appear (super rarely) in special light dragon dungeons. Thus anyone can drop a unicorn, it's just a question of how many times you'd have to run the dungeon to get one.
3C) Direct Damage
These monsters deal damage directly to your enemies. Direct damage skills come in a few forms: 1) The damage is a constant amount. 2) The damage scales with the monster's strength (i.e., its attack stat). 3) The damage scales with your enemy's strength. Note that most dragons (covered in the next section of the guide) have skills of type 1 or 2. For an end-game team, you really want type 3, so that the skill remains powerful as the dungeons you are facing become more difficult. More specifically, you want Zeus.
Zeus is the king of direct damage, zapping off a percentage of all monsters' hp. His skill is often called "gravity" because it is similar to Hades/Hera's Gravity, only it reduces all enemies' hp by 35% instead of 30% (sadly it comes with a longer cooldown). This is excellent for speeding up long boss battles. It can also be life-saving if used at the right time (much like burst damage). Suppose you're fighting two mid-bosses, and you can only heal enough to handle one. You need to kill one of them as quickly as possible. Zeus' gravity can put you a lot closer to doing that. Of course, if you're actually running a 9x attack Zeus team, it's a different story. Hit a boss with a couple gravities, and you may be able to kill it before it gets off a shot.
Aside from his powerful but slow-charging skill, Zeus has amazing stats. Only two monsters on this page (Fuma & Machine Golem) have higher hp, and he beats them in attack and RCV. And to make it even better, Zeus is farmable! See HERE for a discussion of strats for Zeus's dungeon. You'll need to put together a special team, perhaps with significant investment, just to beat him in under 10 or 15 stones. Then, you may have to wait a long time for his dungeon to appear. However, I'd say it's worth it. Given his utility and availability, Zeus gets almost a guaranteed spot on any late-game mono-light or Ama/Odin team, not to mention his own team.
Baal's skill scales with your enemies' attack, rather than their hp. The more damage they deal, the more damage he deals back. This isn't really as good as Zeus because a) most enemies have far more hp than RCV, and b) your enemies have to hit you before you can hit back. For example, consider normal Zeus, the boss of Starlight Sanctuary. He has 5.3 million hp, and he hits for 25k every turn. Zeus' skill will immediately deal 1.86 million damage to him. In contrast, Baal's skill will deal 625,000 over five turns. Of course, Baal becomes more useful against a dark boss, since Baal's skill deals light damage.
3D) Armor Breakers
Armor breakers are special-purpose monsters who help against high-defense enemies and bosses. Typically, you would only sub these guys in if you know you'll need them for a particular fight. However, they all have pretty good stats, so they might get long-term positions on your team, at least until you find something better.
Whereas RGB have mech warriors, light and dark have golems. These beefy monsters cut down all enemies' defense by 75%. How useful is that? It depends. Against super high-defense enemies, 75% may not be enough. You may need something that ignores or removes defense entirely, such as the two monsters below or a Shiva. However, against high-hp, medium defense bosses (who are common in the late normal dungeons), this guy is way more useful than something like Shiva. Shiva entirely removes defense for a single turn (more if you destroy the wave in a single turn), whereas this guy's defense reduction lasts 5 turns, giving you a lot more shots at the enemy.
Under certain circumstances, golems are also usable against high-defense bosses. For example, Neptune in Hera's dungeon has 72k defense. Hit him with a machine golem, and he's down to 18k. There are plenty of skills that deal over 18k damage (see the dragons in the next section), or 18k could be overcome easily with attack multipliers.
Machine golem appears in the rare egg machine, but he can also be obtained from Breakers, a special dungeon that appears rarely.
Ra is mostly known for his leader skill (requires a five-color team). However, he's certainly a usable sub on a mono-light team. Aside from good hp and great RCV (another high-RCV monster--maybe RCV isn't so much a problem with mono-light), he has an active skill that will deal 7,777 damage to anything, regardless of defense. Again, one must ask how useful this is. It'll wipe out a wave of masks, dub-lits, or jewel dragons instantly. It can also help against a wave of high-defense demons, though it won't kill anything. It can kill a high-defense boss like Neptune eventually, but it will take a while, far longer than poison from another Neptune (see below). Ultimately, I would say Ra has limited utility on a mono-light team, but he can help out in the right dungeon. It's worth noting that his skill is on a shorter cooldown than either of the other armor-breakers (it's even shorter than Lilith's poison, though only by a turn).
Sea Deity Heaven Neptune
Finally, I couldn't resist throwing Neptune in here. Yes, he's a blue monster, but you can give him light as a secondary color. As a blue/light monster, he'll make a secondary light attack at 30% of his overall attack stat. Plus, he'll count as a "light monster," meaning he gets the full bonus from any light leader stat bonuses (even to his blue attack). And his skill is excellent for killing high-defense monsters quickly. I don't think I'd leave him on a mono-light team permanently, but he could be invaluable in certain dungeons.
We next consider monsters whose active skill boosts your defense in some way.
Indra gets a bad rap. He's often listed among the most useless gods. However, he has solid stats (compare to Zeus or Thor), and his skill isn't that bad. RGB teams often include a mech warrior, whose skill reduces damage by 50% for three turns. Indra reduces damage by 75%! Now, granted, the strongest late-game RGB teams won't have a mech warrior (except possibly green, if the player doesn't have Susano). And I don't think a late-game mono-light team should have Indra as a regular member. But if you're ever prepping for a dungeon where you know you'll need a defensive boost, and you have an Indra available, give him a shot. I think there's a good chance he'll work out better for you than the monsters below.
And here's Genie, again. As before, Genie has mediocre stats. And this time he's not even compensating for his low hp by boosting your team's hp. However, if you're about to face a tough dark dungeon, Genie might be just what you need to guarantee survival. Mind you, I don't know I'd choose him over Indra, even for a dark dungeon. But most of us don't have the freedom of choosing between these guys.
Finally we have the healers. Typically when we discuss healers (aside from Echidna/Lilith), we're talking about leaders who provide healing every turn. However, all the monsters below can provide healing as their active skill. As with the defensive monsters, this healing could save your life. But most of the time, you're just sacrificing offensive capability to use them.
Amaterasu is the best healing leader, but how is she as a sub? Well, her stats are okay (again, high RCV, but attack and hp are middling). Her skill fully heals you, which is excellent. On a shorter cooldown, this would be hugely useful. However, it's on a 20-turn cooldown. That means that if you're facing a boss who's going to lower your hp into the danger zone frequently, Ama probably isn't gonna be able to save you. However, Ama can save you if you occasionally run into some bad luck (or make a mistake) and need a bail-out. She's also helpful for situations where you're fighting two tough mid-bosses, and you just need one more turn to kill one of them. Of course, if you replaced Ama with some burst damage enhancement, you might not need that extra turn.
Archangel is the light healer girl, the counterpart of excellent monsters like Siren and Echidna. However, she is eclipsed by Siren, who has the same leader ability and a (potentially) more useful active skill that is (unquestionably) easier to level up. Still, her active skill can heal a decent amount, and healer girls drop in special dragon dungeons, meaning you could potential farm cupids (her unevolved form) and skill her up. Would a 3,500 hp heal every 5 turns be worthwhile?
Honestly, probably not, most of the time. You're sacrificing valuable offensive abilities and attack (her attack stat is terrible) to get a medium heal every 5 turns. And if your mono-light team has a leader with an RCV multiplier, chances are good that you can heal far more than 3,500 by just matching 3 hearts with an orb combo or two.
What about Archangel on a Zeus team? There, the utility is a bit clearer. She can help you re-max your hp before an attack, so you can benefit from Zeus' leader ability. However, again, you're sacrificing a lot of offense for this, particularly given the 9x multiplier being applied to your attack stat.
We close with Angelion. Angelion's skill (dark->heart) looks a lot like Siren's. And you can skill it up by feeding it big shynee's (evolving shynee's is kind of a pain, but it's doable). Everyone likes Siren on a blue team, so why not Angelion on a light team?
The problem is, whereas Siren's the only blue monster who changes red orbs, Angelion competes with Verche for dark orbs. This is a big deal, since almost every light team will have a Verche. Every time you convert dark orbs to hearts, you're costing yourself offensive potential (especially if you've been skilling-up Verche). And if you use Angelion and Valkyrie together to go dark->heart->light, you're just doing what Verche/Valkyrie would have done anyway. Thus, while Angelion might have a place in certain special situations (e.g., you'll need to heal almost every turn against the boss, so you're worried about running out of hearts), I'd leave it off the team most of the time.
04-23-2013, 07:50 PM (This post was last modified: 05-15-2013 05:39 PM by MisterDrgn.)
RE: [Team Building] Mono-Light Team Appreciation Thread
4) Here Be Dragons
This section will briefly cover the dragons available to a light team. As I said before, dragons can be nice for supplementing your team in the mid-game, but you generally want something else for the late game. This is because most dragon active skills deal some fixed (or attack-dependent) amount of damage to your enemies. This can be quite powerful when you first get it, but as you progress through the game and face more difficult enemies, it will become increasingly weaker. In contrast, orb changers and burst damage enhancers become more powerful as your team becomes more powerful, allowing you to keep up with the dungeon.
Because of what I said above, the min stats matter a lot more for dragons. You don't want to invest in maxing a monster you'll be using temporarily, so it's helpful if the monster has strong stats at a low level. That said, some dragons have awesome stats when maxed, so you might decide to keep one or two around...
Also: Several of these dragons have a leader skill that gives 2x attack to light monsters. Thus, they can make decent light leaders in the early and mid-game, although you'll eventually want to be boosting more than just attack.
(SPOILERS: Lightning Holy Dragon, Mech Dragon Regulus, and Ancient Dragon Laphroaig are the best options for actually putting on a team, imho.)
4A) Normal Dragons
I use "normal" to distinguish these from dragons only found in special dungeons.
Sundragon Sol Pterados
So how does the light starter dragon stack up as a sub? Not very well. Firstly, his stats start out pretty low, meaning you'll have to invest a lot before he starts looking decent (and unless this guy is your leader, you don't want to invest a lot). Secondly, his active skill is only decent--plenty of dragons have skills that do similar or more damage without needing to be max-level. Thirdly, the cooldown on his active skill is ridiculous--30 turns! And good luck skilling him up.
Lightning Holy Dragon
LHD is light's resistance dragon/ripper/lil dragon/what have you. He makes a far better sub than the starter dragon because: A) Unless you have Venus or something, you should be investing in an LHD anyway so you have a leader with light resistance (for special dungeons). B) The moment he hits 5-stars, his stats are pretty good. Thus, you could just level him to ~30 and make him a temporary team member, till you find something better. C) His skill at level 1 does about the same damage as the starter dragon's at level 99, and with half the cooldown.
The Lil' White Dragon drops in some normal dungeons (click the left-most image to see where), but only very rarely, so he probably isn't worth farming that way. Instead, it's easier to farm him in most light special dragon dungeons (but not Ancient) at Adept difficulty, where he drops frequently. You might also get him from the Pal machine.
Divinegon is light's "late-blooming dragon." He's called this because his stats start out pretty low, but they end up nice if you put in the investment. As an added bonus, you can give him a second color attack at 30% with an ultimate evolution (I'm showing the red version above as an example). Given the hefty investment required, and the fact that his active skill is the same crappy skill the starter dragon has, I probably wouldn't add one of these to your team.
Divinegon can only be obtained from the rare egg machine or from the Gift from Heaven, an extremely rare special dungeon.
4B) Special Dragons
These dragons are the bosses of various special dungeons. Thus, their availability depends entirely on what special dungeons are currently being run. I'm sorting these dragons approximately by the difficulty of the dungeon (starting with the easiest).
This big guy drops in light's Legendary Dragon dungeon. As you can see, he has incredibly poor starting stats, even worse than the dragons above. However, he's the first dragon you might actually consider maxing. That's because after you get his ultimate evolution (changing him from a Mechadragon to a Cyberdragon, which is obviously better), he gets an extremely potent active skill: 40x his attack stat. This maxes out as close 58k, which is some serious damage. The cooldown, at 23, is slow, but not the slowest (ahem, Starter Dragon).
Is he worth the investment? Probably not, to be honest. 58k damage is pretty nice, but it isn't going to make a big different against difficult bosses (except maybe a couple high-defense bosses), and that's what you're really worried about in the late-game. On the other hand, one nice feature of this guy is that he has the same leader skill as Lightning Holy Dragon. So if you get a Valhalla before you've evolved an LHD, he can be your source for light resistance. That's the one case where I could see it being worthwhile to invest a medium amount in him.
Holy Skydragon Shangri-La
The skydragons are known for one thing: attack. They have enormously high attack stats, along with pretty lousy hp. So if you're going for raw offensive power, you could grab this guy. Also, while his active skill is incredibly weak, it has a fast cooldown. Since he doesn't evolve (unlike Valhalla above), you can feed him other light skydragons to level it and get a mediocre active skill that triggers every 5 turns!
Summing up, I wouldn't invest in this guy.
Noble Mechdragon Regulus
Regulus is light's mech dragon. He's also the first dragons since LHD that I would seriously consider putting on a light team. Firstly, his stats start reasonably high (although you might want to invest a bit to up his attack stat). Secondly, his active skill is a buffed version of LHD's--50% more damage, with only a 33% longer cooldown. Finally, his stats at max level are really good. Not much RCV, but look at that attack/hp!!
Noble mech can also find a place on special purpose teams. For example, suppose you're running Hera's dungeon. You need to overcome Neptune's 72k defense, and you need a high-hp team because you're using Ama/Odin leaders (this team needs 16.5k hp to survive Hades' attacks). Combine Regulus with a Machine Golem Mk.III, and you're set. Machine Golem knocks Neptune down to 18k, and then Regulus hits for 12k. Repeat a couple times, and he's dead.
I wouldn't actually recommend maxing Regulus, since his active skill, while strong, doesn't scale well to end-game teams. However, a mid-level Regulus isn't a bad thing to have around.
Ancient Light Dragon Laphroaig
Ancient dragons are cool because of their active skill: 25k damage (between LHD and Mech), with only a 9-turn cooldown. And you can get it down to 4!! Players have been skill-leveling ancient dragons like nobody's business. If you can do this when light comes around, I'd encourage you to go for it. Of course, if you've been focusing on a light team, you're going to struggle in the dungeon because Ancient dragon dungeons are tri-color (this one is blue/green/dark only, no light orbs).
So what would you do with a mid-level Laphroaig? Certainly he's usable in the mid-game, especially if he's max-skill. He'll help out a lot with clearing waves of non-boss enemies. I think he could also be quite useful in Hera's dungeon, helping you survive the first few waves before you hit the bosses, and speeding up the final battle against Hera just a little bit. All in all, not a bad guy to have around.
I initially recommended against a max-level Laphroaig, but I've been reconsidering because of his awesome max-level stats. Compared to the other dragons, he has the absolute lowest attack, although his attack stat isn't terrible. On the other hand, he has the highest RCV and the second-highest hp (beating most dragons in hp by a wide margin). Stat-wise (assuming you're going for a robust, balanced team), the only real competition is Regulus, with the highest hp and a very nice attack. However, this guy's skill is going to be more useful in most situations, and a solid RCV never hurts. If you manage to skill-up Laphroaig, I say what the heck, consider him for your end-game team.
04-23-2013, 07:50 PM (This post was last modified: 07-06-2013 04:36 PM by MisterDrgn.)
RE: [Team Building] Mono-Light Team Appreciation Thread
5) Team Compositions
5A) Early Teams
If you're aspiring to make a serious mono-light team, it's helpful to at least have the following:
They don't need to be fully evolved to be useful (except the lightning holy dragon). Pterados might be replaced with some other dragon that gives 2x attack, Verche might be replaced with Dragon Rider, and Verche/Valkyrie might be replaced with Fuma Kotaro. However, if you're aiming for an end-game team, you'll want to eventually get at least Pterados as a leader, and you'll probably want to get rid of that Dragon Rider. For the final slot, you might use a dragon or demon such as:
Eventually, you'll want to replace those last two slots. If you're lucky (and/or spend lots of stones during light events), you'll get just the right rares to replace them. Alternatively, you could (and perhaps should) farm one or two Zeus's from his special, super-difficult dungeon. Of course that will require putting a whole other team together, and possibly spending lots of stones, so it's up to you whether you want to invest in it. In the end, you can hope to have a team like...
5B) End-Game Teams
Just for fun, I threw together several possible end-game teams, so we could compare the stats. I began with the idea that you'd want Thor/Apollo leaders and Valkyrie/Verche as subs, leaving two open slots (I made an exception for the team with Raphael, see below). Note that Thor could be replaced with the starter dragon Pterados, and an orb changer--preferably Valkyrie--could be replaced with Fuma Kotaro, though you'd take a major hit in RCV. For the remaining slots, I considered orb changers, burst damage enhancers, and Zeus.
While these are end-game teams, you wouldn't use them in every dungeon. In some cases, you might sub in something else, such as an armor breaker for a high-defense boss.
All of the stats listed below are after leader bonuses are applied (if you're running an Apollo/Apollo team, then hp will be higher, while attack/RCV will be lower), and after Thor's and Venus' second attack at 10% are applied. Note the following observations:
Assuming no skill-ups on the Gods, you can trigger Raphael + Apollo + Unicorn + Thor every 23 turns (Raphael is the limiting factor--you might want to use the other skills more often). This skill combo will turn the entire board to light and add a .06 bonus for each light orb (so overall you're adding 180% to the damage). Multiply this by the 4.5x damage multiplier (for Thor/Apollo leaders plus Thor's ability), and you're looking at...
97,650 damage for a single light monster with 1000 attack. When you consider that you'll have six light monsters, and hopefully you'll get additional combos from the orbs dropping down to replace the board, this is some massive damage. Is it better than just using Zeus' skill? Often. Plus, it will charge faster. This seems like a pretty sweet team, although it won't be the easiest to keep alive while you're charging those skills.
5C) Cheaper End-Game Teams (or "What's so bad about dragons?")
The teams listed above are very nice. But suppose that (like me), you weren't lucky enough to pull a Venus or Fuma Kotaro, and you don't have or don't want a unicorn? What else can go well on a team with Verche/Valk/Zeus? Of course one option is a second Zeus, but that's a pretty big investment (winning the Zeus, then leveling/evolving/leveling him), and you aren't always going to need two gravities. A second option is to permanently use a special-purpose monster (e.g., one of those armor breakers), though their skills won't always be useful. A third is to stick in one of the dragons with better stats. Let's see how that turns out...
I'm not sure what I think about this team. Hideyoshi's active skill is tied to his attack (unlike Laphroaig's), so you'll need to level him before it really pays off. While his skill is faster than Regulus's, allowing him to essentially supplant Regulus, it isn't fast enough to be as useful as Laphroaig's in early waves, and it still won't make that much of a difference against high-hp bosses. It is an excellent skill for medium-defense bosses or (combined with Machine Golem) high-defense bosses, though.
5D) Amaterasu Teams
I've argued that one strength of light is team flexibility--you can use your light monsters on multiple teams. For example, if you have either an Amaterasu or an Odin, you can make a strong Ama/Odin team, with enough burst damage to survive most situations. Note that this is easier if you have an Odin because Amaterasu requires more investment--her healing ability is linked to her RCV, so you'll need to level her as high as possible, and perhaps feed her +1 RCV eggs. Feeding her +1 eggs can hurt your mono-light team if she isn't a sub on that team (and I've argued above that I don't think she should be). Personally, I use Amaterasu far less than I used to, and I wish I had some of those +1 eggs back.
So how about those subs? You can use basically the same subs as on your mono-light team, except that now Thor or Apollo can join in. I recommend Thor if you have him, due to his nice burst synergy with Valkyrie/Verche. For example, here's my Ama/Odin team:
The Valkyrie/Verche/Thor help me kill things quickly when I need to, and Zeus speeds up boss fights (speeding up boss fights isn't necessary with Ama/Odin, but it is nice, since things can get a bit slow).
Any of the orb changers or burst damage enhances from above could be used on this team. Armor breakers (particularly Machine Golem and Neptune) are also quite nice, since overcoming medium-defense enemies can be difficult without an attack multiplier.
5E) Special Dungeon Teams
This section is for proposing teams to tackle particular dungeons. I'll fill it in as I think of useful examples, or as other people make requests.
Ama/Odin for Hera Descended
04-23-2013, 07:50 PM (This post was last modified: 10-01-2013 10:00 AM by MisterDrgn.)
RE: [Team Building] Mono-Light Team Appreciation Thread
6) Light Friend Registry
If you'd like to be included in the registry, you can follow the instructions found HERE. Thanks to Xirtas for inspiring the design with his Mono-Dark Buddy List.
NOTE: I will be traveling for the first three weeks of August, so expect updates to be slow or nonexistent.
This is for users of the EN version. If there's enough interest, we can make a separate table for JP users.
(Continues in next post)
04-23-2013, 07:51 PM (This post was last modified: 09-06-2013 02:15 PM by MisterDrgn.)
RE: [Team Building] Mono-Light Team Appreciation Thread
6) Light Friend Registry (continued from last post)
04-23-2013, 11:29 PM
RE: [Team Building] Mono-Light Team Appreciation Thread
Thank you for this! Early question. I dont have a valk but i feel i have a decent start towards a mono light team with apollo, amaterasu, verche, pterados, LHD. Is a dragon rider a sufficient second orb changer?
04-24-2013, 12:15 AM (This post was last modified: 04-24-2013 12:20 AM by Zera.)
RE: [Team Building] Mono-Light Team Appreciation Thread
I've got the components of a great light team with the exception of a light leader.....:
I really need an Apollo!
Thanks for taking the time out to put all this together btw!
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