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[Beginner] Starting Rolls
05-08-2013, 11:00 AM (This post was last modified: 02-08-2015 12:29 PM by YellowG.)
Post: #1
[Beginner] Starting Rolls
For those who are having trouble deciding when to stop rerolling, I tried to make the decision-making process easier on you. Just know that this is ALL personal opinion. I will make some changes here and there if the community seems to think otherwise, but regardless of anything I change, what this entire "guide" boils down to is opinion. You will have to evaluate what you want out of the game yourself and make the final decision.

NOTES: (READ ME!!)
These suggestions are for FIRST rolls, not for later rolls. Certain monsters will have much greater value when you have teams established, such as Ra, Kirin, and Venus.
You may or may not end up building your teams around your initial roll, depending on what your next roll(s) are.
The meta is constantly changing; ratings may drastically change with newer updates.

On a scale from 1 to 10, where 4+ is good, 6+ is very strong, and 8+ should not be passed up unless you have a specific monster in mind, and 10 would be game-breaking:

GODS
GodFest Exclusive (known for impressive awoken skills, arguably the best in the game and great stats. note that you will not be able to use them for quite awhile due to team cost constraints)
Archangel Metatron: 5.5 (slightly more powerful than Rosekyrie, but a more restricted in taking hits. also takes a ridiculous amount of XP investment to get stats on par)
Dark Angel Metatron: 7.5 (extremely powerful, but completely REM dependent. awaken skills and skill boosts grant a ton of power with minimal stalling)
Red Odin: 4 (the same restrictions as Blue Odin. deals absurd damage with his insane ATK and active skill, and also has a farmable heartbreaker for its color)
Green Odin: 6 (you'll never die, but you'll be grinding for an eternity. solid for Hera and Rainbow Keeper and other normals, especially with strong skill which allows for more reasonable clear times, but gets destroyed by the multihit technicals later on)
Blue Odin: 4 (decently viable in a mono-blue team, but a God team will not be practical for new players for a very long time. nothing extraordinary given the many higher damage multipliers)
Red Sonia: 8 (red devils are pretty rare, so you'll be stuck with Hellfire Pyro Demons for a good bit)
Green Sonia: 6.5 (perfect for dragon teams, but dragon teams in general are a bit lackluster. Dragon Zombie is great for this, though)
Blue Sonia: 4.5 (no RCV, and physicals in general have low-to-negative RCV, nullifying part of her leader skill essentially, and physicals are quite lackluster anyways)
Loyal Deity, Guan Yu: 5 (underwhelming leader and active skill, but as usual, solid stats and awakenings)
Bearded Deity, Guan Yu: 4.5 (same as red with 1 less awakening)
Sleeping Dragon, Zhuge Liang: 7.5 (his low HP make the 80% threshold easy to hit but not as easy to maintain. green attackers are scarce, however)
Life Dragon, Zhuge Liang: 6.5 (somewhat reminiscent of pre-buff Light Metatron. a higher multiplier and a pure damage skill make for a lot more burst but a lot less consistency. light and blue are great colors for healers)
Apocalypse: 6.5 (powerful active skill and leader skill, but attribute colors are somewhat mismatched. not many light dragons to pair with, so active skill is limited in a dragon team. otherwise, very strong overall)
The Nord Urd: 6.5
The Nord Verdandi: 6.5
The Nord Skuld: 8 (better weighting on leader skill, best colors in terms of subs, and an extra awakening to boot)

Indian
Shiva: 6 (nice active, good uevo, solid enough pre-uevo as well)
Lakshmi: 3 (passable leader skill, super long cooldown active for its effect though)
Parvati: 5 (great active, makes for a good leader and sub)
Indra: 2 (no appeal whatsoever as a starter, OK damage reduction sub later on, and OK dragon-type leader when ultimate evo-ed)
Vritra: 2 (rather useeless in current state)
Krishna: 6.5 (overall solid but not fantastic)
Sarasvati: 5 (similar to Krishna but with an even less forgiving skill floor. super good in tricolor, though)
Vishnu: 6.5 (also similar to Krishna, but with a higher floor meaning more consistent damage with a respectable 3.5x)
Ganesha: 3 (useless as a leader, but fantastic for survival on dungeons with a heavy-hitting boss and status shield)
Durga: 7.5 (simply ridiculous damage - Kirin with a built in god-enhance. only for those with the skill for 25x, obviously, but also with the ability to gauge whether or not using the active skill will finish the kill. high risk, high reward, definitely very powerful.)

Japanese
Kagutsuchi: 2 (E-Z farmbot. great uevo, but that's out of the question for a very, very long time for new players)
Viper Orochi: 4 (great active on a long cooldown, could be used as a leader post-uevo)
Susano: 4 (similar to Orochi, but both have somewhat rare mats)
Amaterasu: 4 (uevo gives her some leader potential past the early-mid game. tough transition to make in between, though)
Yomi: 4 (relatively bad without proper spike damage team (e.g. Anubis/Ra). when ultimate evolved to D/L, gains phenomenal ATK and good leader potential)
Ame no Uzume: 4.5 (limited as all >80% HP 3.5x leads are. permanent heal buff is good for maintaining HP threshold)
Umisachi & Yamasachi: 8 (for the sake of comparison, equal to Kirin. ONLY for experienced players)
Kushinada: 8 (one of the most forgiving burst leads in the game. skill cap is literally through the roof, although less skilled players will find it tough to execute consistent 7-combos at a minimum to bring her in line with most 3.5x leads. great for beginners as well as experts)
Izanagi: 4 (an alright skill that strikes synergy with leader skill, but not overwhelming by any means. you probably won't have enough gods, though)
Okuninushi: 6.5 (versatile but difficult to do consistently. one turn delay is useful but not outstanding. wouldn't keep unless experienced already, but fast learners could manage it)

Norse (great flexibility, solid leaders and subs at all stages of the game)
Freyr: 4
Idunn & Idunna: 6 (good with and without uevo, although they utilize different teams)
Freyja: 6
Thor: 4
Loki: 5

Greek (all Greek 1.0 are relatively weak until uber uevoed)
Minerva: 1
Neptune: 3 (situational sub for high armor dungeons without status shield, doesn't fit on many teams)
Ceres: 3 (amazing RCV. would not recommend using her unless you have a specific reason to, though)
Venus: 3 (see Yomi, but usually subbed in healer teams instead)
Hades: 1 (useless until uevo, which is also a non-issue for new players)
Ares: 5 (all Greek 2.0 Gods are great subs later and decent leaders early)
Hermes: 5
Artemis: 5
Apollo: 6
Persephone: 6

Egyptian
Horus: 7 (active skill and awakenings are irrelevant most of the time. good power for skill level required, though. might be tough for newbies but not too tough)
Isis: 7 (works extremely well with almost any team and is incredibly newbie-friendly, tons of damage and covers the hardest color to cover. will eventually hit walls when damage is not enough, much later on)
Bastet: 8.5 (highly versatile burst damage team which has no risk of being orb-trolled. also fairly newbie-friendly since you still get damage multipliers with lesser comboes. on par if not slightly better with Kushinada, as a 7x combo is usually near the upper limit of people's abilities, making a 4x more consistent with Bastet)
Ra: 5 (very challenging to pull this one off consistently. ideal late-game leader, not a good leader to get to late-game with. for the player who plans far, far ahead. ONLY for experienced players)
Anubis: 2 (virtually impossible to consistently manage. ONLY for experienced players)
Set: 9 (fantastic balance of difficulty, power, and survivability, along with a great active skill)
Nut: 7 (easy to proc, and a respectable amount of power, but peculiar active skill that isn't the most powerful)
Osiris: 6.5 (like Nut, but a bit more difficult to consistently achieve)
Hathor: 8.5 (Kirin with a better active, trading a bit of burst for a bit more survivability)
Nephthys: 8 (Isis supreme, great active skill as well)

Angels (excessively grindy)
Uriel: 3.5
Gabriel: 3.5
Michael: 3.5
Raphael: 3
Lucifer: 6 (great finisher skill, incredibly strong early on with a simple dub-mythlit/Rainbow keeper team. very grindy, has fallen off with some harder dungeons)

Chinese (for all but Kirin, excellent spike damage, perfect synergy with active skill, reasonably easy to manage leader skill)
Incarnation of Suzaku, Leilan: 6.5
Incarnation of Seiryuu, Karin: 6
Incarnation of Genbu, Meimei: 7
Incarnation of Kirin, Sakuya: 8 (marginally more powerful than Horus, with a very relevant 20% gravity skill on a reasonable cooldown. an incredible end-game pick. ONLY for experienced players)
Incarnation of Byakko, Haku: 8 (arguably the strongest of the Chinese gods due to color advantage, excepting Kirin)

Heroes (not spectacular due to high probability of not having orbs. the mandatory nature of orb change with the Hero gods limits them pretty severely)
Yamato Takeru: 5.5
Andromeda: 5
Perseus: 5
Sun Wukong: 5
Pandora: 6 (better subs available)

Three Kingdoms (super diverse and hard to generalize)
Cao Cao: 6 (solid leader skill, very nice active)
Sun Quan: 7 (leader skill is alright, slightly worse than Valkyrie to me, but the active skill more than compensates. delay and burst damage together is too good to pass up. incredibly powerful with a Blue Valkyrie)
Liu Bei: 4.5 (nothing outstanding)
Da Qiao & Xiao Qiao: 9 (insanely powerful for investment. like Horus but better in virtually every way, relatively easy to use as well)
Lu Bu: 6 (solid leader skill as well, but less valuable active considering you cannot stack them you can't use Baddie)

DEMONS (lackluster leaders until uevo)
Belial: 2
Amon: 2
Astaroth: 3
Fallen Angel Lucifer: 4
Baal: 3 (easy to use, easily replaced)

BATMAN (on a separate, event only egg machine. no risk of a 3* troll roll)
Catwoman: 1 (just no)
Robin: 3 (incredibly hard to make good use of, since 8x is only achieved with a 10 combo)
Batman+S Glove: 6.5
Batman+Bat Wing: 6.5
Batman+Batarang: 6 (team cost of 10 makes him one of the best limited-cost dungeon leaders, for Tengu/Draggie/etc.)

SANRIO (on a separate, event only egg machine)
Hello Kitty: 2 (OK leader skill, totally useless for everything else)
Kerokerokeroppi: 2 (same as Hello Kitty)
My Melody: 5.5 (a surprisingly viable leader with a great active for green. also great for newbies because of the 3m XP curve)
Bad Badtz-Maru: 2 (flexible, good low cost lead, but not much else)
Kuromi: 2 (active skill is very niche, not necessary even without Shiva)
Angel Cinnamon: 3 (pretty meh as a leader, once again, but a pretty good healer team sub)
TAMADRApurin: 7 (the best roll of the collab series, IMO, as he's got the most flexible of the 3.5x leader skills with literally no restrictions and a super powerful active skill)
Princess Valkitty: 4 (very interesting leader skill, but not reliable unless you have a max skilled Gunma)

PAD Z
Berserker Z: 2 (underwhelming overall)
Anima: 4 (slight upgrade to ADK, but red dragons are less prevalent)
Ur-Chimera: 2
GrimRock: 2
Avalon Drake: 5 (amazing active skill with a passable leader skill)
WoodBahn: 3 (fantastic active skill, not viable as a leader though)
Radious: 4 (a weak Bastet/Kushinada with a niche active)
Storm Dragon, Mistrain: 3.5 (see Radious, but with a worse color)
Dragon Samurai: 1 (weak leader skill, active skill isn't worth the drawback either)
Cursed Dragon: 5 (solid active and leader skill)

Ninjas (generally a no-go but by lower standards ninjas are passable)
Mochizuki Chiyome: 2
Hatsume no Tsubone: 2
Sarutobi Sasuke: 2
Fuma Kotaro: 2
Hattori Hanzo: 3

VALKYRIES (most of the appeal of off-color valkyries is as subs; light healer teams are the easiest to assemble and the light valkyrie is the only farmable one. viable but not great)
Valkyrie: 4
Lovely Maiden Princess Valkyrie: 3

JUNK (everything not listed above will most likely be junk. if it's a god and not listed above, though, the guide is most likely out of date)
Swordsmen
Fire Dragon Swordsman
Water Dragon Swordsman
Shining Dragon Swordsman

Elementals
Shaitan, Shaitan the Flame Elemental
Undine, Undine the Water Elemental
Sylph, Sylph the Wind Elemental
Genie, Genie the Light Elemental
Thanatos, Thanatos the Dark Elemental

Fairy tales
Red Riding Hood
Snow White
Thumbelina
Cinderella
Sleeping Beauty

Toy dragons
Drall, Agdrall, Flare Drall
Shardra, Shardran, Megalodran
Toytops, Toyceratops, Fortoytops
Fairlio, Fairlion, Angelion
Pierdra, Pierdrawn, Drawn Joker

Late bloom dragons
Salamander, Ifrit
Sea Serpent, Leviathan
Dragonette, Fafnir
Ivory Dragon, Divinegon
Basilisk, Tiamat

Golems
Flame Golem, Flame Guardian, Flame Mech Warrior Jotunn
Ice Golem, Ice Guardian, Ice Mech Warrior Midgard
Earth Golem, Earth Guardian, Wood Mech Warrior Asgard
Machine Golem, Machine Golem Mk. II, Machine Golem Mk. III
Dark Golem, Dark Golem Mk. II, Dark Golem Mk. III

Healers
Naga, Echidna, Empress of Serpents, Echidna
Mermaid, Siren, Enchantress of the Sea, Siren
Dryad, Mandrake, Mystical Forest Pixie, Alraune
Cupid, Angel, Messenger of God, Archangel
Succubus, Lilith, Witch of the Night, Lilith

Riders
Dino Rider, Dino Rider Drake
Beast Rider, Beast Rider Merlin
Marine Rider, Marine Rider Robin
Dragon Rider, Dragon Rider Arthur
Gryps Rider, Gryps Rider Finn

Heart breakers
Titan, Gigas
Berserk, Siegfried, the Blue Champion
Highlander, Cu Chulainn, the Green Lancer
Vampire, Vampire Lord

Mystic knights
Mystic Flame Knight, Phoenix Knight
Mystic Ice Knight, Fenrir Knight
Mystic Stone Knight, Dragon Knight
Mystic Light Knight, Verche
Mystic Dark Knight, Dark Dragon Knight

Fruit dragons
Strawberry Dragon
Berry Dragon
Melon Dragon
Lemon Dragon
Grape Dragon

Rippers
Meteor Volcano Dragon
Crystal Aurora Dragon
Graviton Earth Dragon
Lightning Holy Dragon
Chaos Devil Dragon

Wizards
Fire Wizard, Laila
Water Wizard, Sharon
Wood Wizard, Leeza
Light Wizard, Rei Sirius
Dark Wizard, Dill Sirius
Wandering Wizard, Wee Jas
Drifting Wizard, Wee Jas
Red Sky Wizard, Chester
Jester Wizard, Chester

SUMMARY
Just remember that rerolling is completely optional; you can play the game just fine regardless of your initial roll. With that said and done... Good luck!


Mostly Valkyrie
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05-08-2013, 11:03 AM
Post: #2
RE: Starting Rolls
Lemme know if I'm totally wrong. Just wanted to give an updated version of the classic handout for which starter to pick.


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05-08-2013, 11:47 AM (This post was last modified: 05-08-2013 11:47 AM by Cel.)
Post: #3
RE: Starting Rolls
You forgot the elementals:
Shaitan, Undine, Slyph, Genie, Thanatos.

and riders, which I don't know by name.

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Teams: Valkyrie, Ama, Light, Blue; actually mostly just Valk.
Working on: maxing Valk team, so I can almost be as good as Kane/prem.
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05-08-2013, 12:17 PM
Post: #4
RE: Starting Rolls
What a completely impossible, subjective task to take on...

I got Green Odin on my reroll and I don't regret keeping him what-so-ever. I am building a team around him and do use it from time to time. I just fought a boss in a technical dungeon so long, I used Odin's active ability three times... However, based on my play style, I wish I had Isis. I play a Horus/Rainbow team and Isis is by far my best friendly lead. I wish I had Isis because she is the more consistent choice and I personally have more Horus friends. Probably because the forums tell everyone to do Horus/Horus.

With an Isis, over a Horus, I could have more flexibility in my team and it would be more forgiving. I know you ranked her a 9, but I would give her a 10. Ares stats overall can make him dominate dungeons solo, but that's what I did with Odin. Isis let's a person not worry about the color of the monsters, just getting a cohesive team with skills that can somewhat blend.

I also have a much higher opinion of Yomi. Outside a Horus/Ra/Isis team, she probably isn't as valuable, but when you're trying to set up 3x, 4x and 5x, color combo, the extra time is invaluable to overcome terrible RNG. Which does suck, because you're counting on your lead for the multiplier, but your friends can probably back you up.

But, overall, YellowG, I think this guide would benefit from a summary section very much. Maybe we can identify the list of starters that make the beginning easy, and a section where people who think long term might appreciate. List the 6+ stuff. 6-7, do a tiny bit of research, 8-9, strongly consider, and 10, don't pass this up. Usefulness and rarity should be taken into account as much as anything.

I know I would have appreciated this type of information.
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05-08-2013, 12:24 PM
Post: #5
RE: Starting Rolls
I'm biased towards light, but to me the cutoff is at 5* and higher is fine to start with (which is Apollo). I think descriptions are nice, but they do take quite a bit of effort, but I'm glad we at least have a mini-guide here, until details get filled in.

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Working on: maxing Valk team, so I can almost be as good as Kane/prem.
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05-08-2013, 12:44 PM
Post: #6
RE: Starting Rolls
(05-08-2013 12:17 PM)withonor Wrote:  What a completely impossible, subjective task to take on...

Hence the disclaimer. Tongue I'll write a summary.


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05-09-2013, 11:13 AM (This post was last modified: 05-09-2013 11:16 AM by atog.)
Post: #7
RE: Starting Rolls
Anubis is pretty cool in tricolor (all these ancient dragon and weekend dungeon) I think he might worth more than 1* lol

Too bad I don't have one, But I have tried pulling 25x with ADK (i would say around 30~50% of the time!)
I love keeping one or two Anubis as friends.
And probably the only ever chance you might get 100x (with double Anubis). The high x is worth a nod.
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05-09-2013, 12:01 PM
Post: #8
RE: Starting Rolls
Gold color is not so good for reading. Change to orange?

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05-09-2013, 12:08 PM
Post: #9
RE: [Beginner] Starting Rolls
Well done YellowG!

I moved the thread to where it is supposed to be.

And yes, I agree with Kilgarrah. It's not like we hate light. It kinda hurts in the eye.

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05-09-2013, 01:52 PM (This post was last modified: 05-09-2013 01:53 PM by francon.)
Post: #10
RE: Starting Rolls
(05-08-2013 12:17 PM)withonor Wrote:  What a completely impossible, subjective task to take on...

I got Green Odin on my reroll and I don't regret keeping him what-so-ever. I am building a team around him and do use it from time to time. I just fought a boss in a technical dungeon so long, I used Odin's active ability three times... However, based on my play style, I wish I had Isis. I play a Horus/Rainbow team and Isis is by far my best friendly lead. I wish I had Isis because she is the more consistent choice and I personally have more Horus friends. Probably because the forums tell everyone to do Horus/Horus.

With an Isis, over a Horus, I could have more flexibility in my team and it would be more forgiving. I know you ranked her a 9, but I would give her a 10. Ares stats overall can make him dominate dungeons solo, but that's what I did with Odin. Isis let's a person not worry about the color of the monsters, just getting a cohesive team with skills that can somewhat blend.

I also have a much higher opinion of Yomi. Outside a Horus/Ra/Isis team, she probably isn't as valuable, but when you're trying to set up 3x, 4x and 5x, color combo, the extra time is invaluable to overcome terrible RNG. Which does suck, because you're counting on your lead for the multiplier, but your friends can probably back you up.

But, overall, YellowG, I think this guide would benefit from a summary section very much. Maybe we can identify the list of starters that make the beginning easy, and a section where people who think long term might appreciate. List the 6+ stuff. 6-7, do a tiny bit of research, 8-9, strongly consider, and 10, don't pass this up. Usefulness and rarity should be taken into account as much as anything.

I know I would have appreciated this type of information.

I am running Isis myself (first pull) but I am not sure if I would give her a ten. My impression is that I'll probably be needing an Orochi for the late game dungeons - 5 free attacks with 16x multiplier is much better compared to 3 free attacks (naga) with 9x-12x multiplier. And I don't want to do 100 REM pulls just for Orochi.

That said, running normal/technicals with Isis has been a breeze for me so far Smile
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