[Team Building] Dark Kouryu Emperor, Fagan (ALL DRAGON USERS ARE WELCOMED TO BE ADDED!!)

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  1. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    The Dragons' Accursed Tome: A Compendium For Dark Kouryu Emperor, Fagan


    [​IMG]

    Guide To-do List:
    Personal List
    • Spread the Fagan love
    • Flesh out the general farming section write-up and split general farming vs specialized farming
    • Modify Isis description with her new form
    • Edit monster typings from words to emoticons (optional; only for better aesthetics)
    • Insert write-ups in the descends section (wait til it is fleshed out however)
    • Hyperlink friends' names in the directory to their respective forum profiles
    • Find fan art to put in intro post
      Bonus points for tastefully titillating man-service

    Community List (what you Fagan appreciators can do to help!)
    • Spread the Fagan love
    • Attempt to complete any descends or late-game content with your own personal build(s)
    • Give suggestions of possible builds for farming
    • Find and correct typos/errors within the guide
    • Pitch in ideas that may improve the guide in any way possible
    • Help spot possible jp-exclusive subs that may be of use for DL Fagan
    • Find other regular DL Fagan users and ask them if they would like to be added to the directory

    Would like to thank mkman and Derpinator for helping with the guide format. Also, thanks to Nez and (especially) meteor for giving me suggestions on what to include in the guide.


    Table of Contents
    1.)Introduction (This Post)
    • 1.a.)Mythology
    • 1.b.)Actual In-game
    • 1.c.)Pros and Cons
    2.)Team Subs
    3.)Leader Pairings
    4.)Team Compositions
    5.) List of Dungeon Clears (UNDER CONSTRUCTION)
    Click here and here check up youtube videos of dungeon clears with DL Fagan...
    6.)Friend User Directory
    • 6.a.) DL Fagan User List
    • 6.b) General Dragon User List
    Any dragon lead friends without DL Fagan are also welcomed! Just post your info and dragon leaders and I'll put it in the list.

    1.) Introduction: About Our Favorite Dragon Emperor

    1.a.) Mythology
    Fagan is a monster whose inspiration came from the concepts of the Chinese Five Elements. These elements consist of Wood (Seiryuu), Fire (Suzaku), Metal (Byakko), Water (Genbu), and Earth (Kouryu). With each of the other elements corresponding to a cardinal direction (i.e. Seiryuu - North, Suzaku - South, Genbu - East, Byakko - West), the Earth element is seen as the center. Kouryu, the yellow dragon, is affiliated with harmony and stability. As Kouryu also represents imperial power, the symbol is synonymous with the emperors of China.

    While other monsters' designs seem to exist contrary to their myths (...Noah), it looks like Gung Ho stayed pretty close with the designs of the inspired cards with their corresponding Elements and mythical creatures (as for their actual element-types...ehhh). One of the end-game technical dungeons, Paradise of the Holy Beasts, is where you face all of the personified Chinese Elements. So it is only fitting that the Kouryu personification, Fagan, serves as the final boss of that dungeon.


    1.b.) Actual In-game
    God/Dragon
    HP: 3755 (max 4745)
    ATK: 1812 (max 2307)
    RCV: 206 (max 503)
    Active: Boisterous Dance - Reduce 20% of all enemies' HP. Ignore enemy element and defense.
    Cooldown: 15 turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Leader Skill: Twin Ultimate Dragon Palm
    Effect: Dragon type cards ATK x4 when HP is greater than 80%.

    So you must've completed Paradise of the Holy Beasts to get Fagan, right? At this point, you're already at the late to end-game phase of the game, with several awesome teams and many max-skilled monsters. You also probably completed most Legend descends and even some Mythical descends. You must be quite far (or lucky) to have all those precious spirit jewels for evolving Fagan into the Dark Kouryu Emperor. So...why should you start investing in him when you most likely have plenty of other alternative options that fulfill similar purposes to him?

    Simply put, Dark Kouryu Emperor, Fagan (DL Fagan for short) has incredible damage potential with relative ease. With a fellow DL Fagan friend, you can dish out 16x attack instantly without even trying. Combine that with double TPA awakenings and his damage goes from sky high to right past the moon! There is a lot less effort, required orbs, and board movement involved compared to the likes of other more popular farming leaders, like Athena, Shiva, and Lu Bu, in order to sweep. DL Fagan easily hangs out with GZL, Pandora, and Dmeta in terms of damage to lack-of-brain-power ratio. So there has to be some drawback, right?

    In order to make his incredible speed and damage capabilities shine in farming, DL Fagan requires some key REM subs. Most of them are offensive orb changers to help keep the sweeping going. That is not to say there are not any decent farmable options out there for him, but they are not too plentiful, and will not be as fast or damaging as their REM counterparts.

    There is also the difficulty of preserving DL Fagan's multiplier. As dragons are infamously noted for their lackluster RCV, it is nigh-impossible for unprepared DL Fagan teams to recover back to the 80%+ HP threshold after sustaining a major hit. Giving the enemy a chance to strike will most likely result in a failed run, so you have to make sure that when you strike, you go for the kill. Hence, your main strategy for most farming dungeons will be "kill or be killed". With that mentality, that usually means that you cannot afford to stall. You will have to pack as many skill levels or skill boosts as you can into the team, or have a defensive sub to prepare for cases where you do get hit.

    Unfortunately, that problem is exacerbated in many late to end game descends. There is a good reason that DL Fagan is almost never used as a lead in descends, as a lot of them come packed with pre-emptives, gravities, binds, skill binds, and hard 1-turn hitters. These gimmicks force the margin of error to be close to non-existent. A lot of DL Fagan's go-to subs cannot handle those kinds of gimmicks, so you will have to brainstorm teams beyond your comfort level to a much wider subpool, sacrificing damage for much needed utility. It is not helped by the fact that DL Fagan's active is practically dead weight in most cases. These drawbacks make tackling most descends a mind-numbingly difficult task without a well-constructed plan, abuse of cheesy gimmicks or utility subs, and an insurmountable amount of preparation.

    In short, while DL Fagan is almost unrivaled in effortless speed farming and mindless raw power, the ease of losing his multiplier and being permanently out of the HP threshold, his borderline suicidal use as a lead in many late-game descends without immense planning, the substantial investment required in his teams' skill-ups to prevent the risk of stalling, and the sheer difficulty of obtaining him and the required spirit jewels impose a nigh-impenetrable barrier entry to interested players. Still, he can offer truly amazing benefits, in being a magnificent farming lead (Athena, eat your heart out), and in helping to expand your horizon of different subs and dungeon approaches. And besides, you can't really say no to one of the most bad-ass artwork in PAD. :cool:

    1.c.) Pros and Cons: Why Should You Play DL Fagan (...or Not)

    Pros
    • Insane power right off the bat (no below HP%, no matching rows, etc., just instant 4x!)
    • Versatile offensive playstyle (play either Bejeweled, TPA's, rows, or combine them in any way)
    • Incredibly fast and powerful farming leader (KoG, coin alt. dungeons, bi-weeklies, Starry Vault, entry-level descends like Athena, Hera-is, etc.)
    • A great substitute leader to use for farming tamadras and king dragons if you do not have Rodin
    • Almost completely brainless to use for the insane power given
    • Dark element main-type ensure you can farm in any element dungeon with the right subs
    • Can use any colored Sonia as a sub
    • Shares a (REM-heavy) sub-pool with other dragon farming leads (RGY, Vritra, Zaerog, etc.) in case you want to use those leads or pair up with them
    • Dragon arguably being the most popular typing ensures DL Fagan to have a wide, flexible, and continually updated sub-pool
    • Awesome weighted stats (over 800!), with fairly high attack and HP
    • RGB resist awakenings can be situational life-savers
    • Permanently farmable skill-up for the pros and completionists
    • Dark, God-type, unbindable, high attack, double TPA monster with gravity ensures flexability as a sub in many mono-dark teams
    • Most importantly of all, a bad-ass SSS-tier husbando (dat Spirit Jewel Hadouken, dem biceps, dat clothing damage, dat fine bare chest, daaayuuum!)
    Cons
    • You will not tackle any late-game descends with DL Fagan unless you are truly willing to dedicate a magnificent amount of time, resources, and love
    • Must sacrifice damage for utility and/or gimmicks if you wish to deal with pre-emptives, gravities, binds, and skill-binds for descends
    • Mediocre to poor RCV for him and many of his key subs makes stalling and maintaining his multiplier almost impossible without proper planning
    • General brainless strategy works to a glaring fault; you must sweep every floor before the enemy touches you (aka "kill or be killed")
    • You must be willing to skill-up DL Fagan and his subs to prevent the risk of stalling and to let his speed-farming capabilities ultimately shine
    • Other than for bosses, DL Fagan's active is mostly dead weight
    • Most of his important subs for speed farming and damage come from the REM
    • RGB resist awakenings could have been anything else and still be more useful
    • Base monster, Fagan, is only obtainable from a difficult end-game technical dungeon: Paradise of the Holy Beasts
    • Requires 5 spirit jewels (RBGDD) for the dark uvo, whereas each single spirit jewel can be used for other important monsters
    • Will not win over the waifu-lovers, ever...
     
    Last edited: Jul 17, 2015
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  2. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2.) Team Subs

    General Notes
    For general purpose speed farming, DL Fagan requires dragon subs with any of the following: skill boosts, orb change, TPA's, or high attack/damage enhance. With the offensive subs taking usually three of the four sub slots, it helps to diversify their main element-types to prevent orb-troll and to keep on sweeping. The last slot can be reserved for utility, which varies from HP drains to poisons. It is up to you to find the right combination between these two functions to make his speed farming as easy and efficient as possible.

    For dungeon descends, his team compositions can vary even more wildly. Sometimes you can approach it with a general farming mentality. Other times, you have to solely abuse a particular sub's gimmicks in order to take on the dungeon. Either way, you will have to rely on a substantially larger set of subs to overcome a range of different and particular obstacles within the dungeon.

    2.a.) Offensive Orb Changers

    2.a.i.) Orb Converters

    The Best:


    The Rest:


    Dragon/Physical
    HP: 4020 (max 5010)
    ATK: 1560 (max 2055)
    RCV: 91 (max 388)
    Active: Yomi Wave - Reduce enemies' defense by 75% for 1 turn. Effects carry forward on sweep. Change Water orbs to Fire orbs, Heart orbs to Dark orbs.
    Cooldown: 12 turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    One of the best subs for DL Fagan, hands down. Awoken Kagu was the first monster with a triple TPA, meaning that matching four orbs with of his elements will multiply his base attack by 3.375. Wow. Kagu alone can 1HKO enemy mobs of 2 quite easily with just 1 TPA (for context, one fire TPA, no + orb, with double DL Fagan is 16*1.25*3.375*1560 = 105,300!). His somewhat low CD active serving three purposes as a fire orb changer, a dark heartbreaker, and a defense breaker really helps him and DL Fagan to rain the TPA pain, making their synergy with each other perfect. His awakenings are fantastic, too. A skill boost helps to prevent stalling. Dark and fire + orbs are nice bonuses, and a fire row awakening lets you decide on a mini-fire row team, too. The auto-recover is also a nice clutch to sort of make up for the terribad RCV. All-in-all, practically the perfect all-around sub for farming and entry-level descends.

    Dragon/Attacker
    HP: 4005 (max 4995)
    ATK: 1703 (max 2198)
    RCV: 46 (max 343)
    Active:転界逢龍舞・紫空 - Change Poison & Water orbs to Dark orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 12 turns ( 7min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Behold, waifu lovers, Kagu has met his match as DL Fagan's most favorite pet. Satsuki comes very close to being DL Fagan's best all-around sub for farming and descends. The dark triple TPA will make every dragon lover moist to their very core. Satsuki's active is not only uniquely exclusive to her (the only other water->dark is CDD, and the haste effect potentially speeds up farming), but is also *amazing* for countering poison orbs without relying on a board change. Her skill-bind resist is also a nice bonus, though not much to rave about, considering that almost everything else about her is *phenomenal*. The only true downside is the craptastic RCV, which is to be expected for most dragons anyways. In short, if there is one absolute reason to save your stones, it's for this MVP lady over here.

    Machine/Dragon
    HP: 2961 (max 3951)
    ATK: 1754 (max 2249)
    RCV: 0 (max 297)
    Active:ファントムチャージ - Change top-most row into Dark orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 13 turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Mech lovers, rejoice! We get one helluva bad-ass dark mech dragon orb changer. Look at this hi-tech dragon, he's got swords for limbs. Diadem is another fantastically amazing orb changer following the new trend of machine typing. What makes him amazing is his amazing combination of double row awakenings with his auto-row making skill, with haste to boot. You can easily make a row-based team with Diadem. Combined with his unbindable status, there is not much need to worry about finishing your leftovers if the rest of your subs are bound. Just like Satsuki, Diadem can be the sole reason for you to save up your stones; he is just that awesome of a sub to aim for.

    Attacker/Dragon
    HP: 2706 (max 3696)
    ATK: 1607 (max 2102)
    RCV: 72 (max 369)
    Active: Light&Dark Orbs Change - Change Dark orbs to Light orbs, Heart orbs to Dark orbs.
    Cooldown: 13 turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Arthur is a pretty good sub, as he can attack in-tandem with DL Fagan to sweep either with light or dark. His awakenings are pretty nice, with double TPA to boost his average attack and give him sweeping capabilities, a dark row to use for dark-focus row teams, and a skill boost. It is a shame that his stats are very poor all around. Use his active very carefully, as it converts dark orbs to light. Make sure there are more heal orbs than dark orbs if you want to use the skill and still sweep with dark. Combine him with Apocalpyse and/or Defoud to make a light/dark hybrid farming team.

    Attacker/Dragon
    HP: 2502 (max 3492)
    ATK: 1710 (max 2205)
    RCV: 80 (max 377)
    Active: Fire&Wood Orbs Change - Change Wood orbs to Fire orbs, Heart orbs to Wood orbs.
    Cooldown: 13 turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Just because Dino Rider's color is completely off-type does not mean you cannot use him. He goes well with Kagu and LiUUU Bei. Being off-type also means you can TPA with his colors while preserving dark orbs for later floors. With Dino Rider in your team, you would also want some fire and/or wood subs as well so that mobs of 3 or more can be swept easily. All of Dino Rider's awakenings are relevant and useful, except for maybe his green row. Just like the other riders, you have to deal with his really poor stats. Definitely a decent choice for farming, at least.

    God/Dragon
    HP: 3945 (max 4935)
    ATK: 1537 (max 2032)
    RCV: 203 (max 500)
    Active: Solid Fortitude - Change Heart Orbs to Fire Orbs. Recover 3000 HP.
    Cooldown: 12 turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    While Red Guan Yu's (RGY) main color differs from DL Fagan, he is still quite useful as a sub for fire/dark teams. His 2 auto-recover awakenings remedy his sub-par RCV, and he packs 2 skill boosts to prevent stalling. His active being a fire heartbreaker may not directly help, but the 3000 HP heal it gives can make reaching back into the 80% zone slightly easier. Definitely use him if you plan to implement other fire subs like Kagu or Ronia into the team.

    Dragon/Attacker
    HP: 2625 (max 3615)
    ATK: 1705 (max 2200)
    RCV: 353 (max 650)
    Active: Leading a Comeback - Change Heart & Dark orbs to Wood orbs. Recover 3000 HP.
    Cooldown: 15 turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Quite a contentious sub to choose, for several reasons. On one hand, having triple TPA and a skill boost really helps him to rain the pain and sweep the floor. LiUUU Bei's (will call his uvo that) colors not overlapping with DL Fagan means that you can conserve dark orbs on the go. He's also the reason why Gonia can fit well in the team, and his active is similar to RGY's for helping to recover to the 80%+ zone. In terms of farming, he can be a great staple sub. On the other hand, LiUUU Bei's active takes away hearts and dark orbs. Not only does it easily interfere with some of the other subs' actives (i.e. Arthur, Kagu, Defoud, Apocalypse, CDKV), but it also takes away DL Fagan's and other dark subs' chance to attack. There are exceptionally rare cases where taking away dark helps, like dark element absorbing monsters. To get the most synergy out of him, Pair LiUUU Bei up with Gonia or Dino Rider.

    Dragon/Balanced
    HP: 2297 (max 3287)
    ATK: 1336 (max 1831)
    RCV: 315 (max 612)
    Active: Dark Orb Change - Change Light orbs to Dark orbs.
    Cooldown: 9 turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Your go-to farmable option. Chaos Dragon Knight, Voice (CDKV) is a great 5 CD orb changer. His dark + orb and TPA are definitely useful, so he can aid in sweeping with dark. While CDKV's stats are somewhat below average, his RCV is actually decent. CDKV can be one of your staple subs for farming, so if you are able to max skill him, go ahead. Definitely worth it to have one even around your REM options.

    Dragon/Devil
    HP: 3040 (max 4030)
    ATK: 1616 (max 2111)
    RCV: 172 (max (469)
    Active: Hell Ball - Deal 20000 Dark damage to all enemies. Affected by enemy element and defense. Change Water orbs to Dark orbs.
    Cooldown: 15 turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG]
    When skilled up enough, Cyclone Devil Dragon (CDD) is a very decent farmable sub. His awakenings would not be worth it if it were not for that precious skill boost. CDD has very nice weighted stats, with considerably high attack and HP. His active is quite useful and unique, as it converts water to dark. This is great since you can additionally stack the active with most other dark orb changers (who are either heartbreakers or light -> dark) or make the board more focused with Haku or Karin. Definitely a sub not to be overlooked.

    Dragon
    HP: 2350 (max 3340)
    ATK: 1295 (max 1790)
    RCV: 242 (max 539)
    Active: Dragon Strike Stance - Dark - Change Heart orbs to Dark orbs. Bind recovery for 2 turns.
    Cooldown: 11 turns (6 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    While this dark dragon heartbreaker faces direct competition from Kagu and Arthur, he not such a bad card himself. In addition to breaking hearts, the Shadow Dragon Knight also is a nice unbindable bind recover. Because of his dual purpose active, he can see a staple place in farming daily Mythicals and descends with binds. Make sure to skill him up with the King Metal Dragons.
     
    Last edited: Jul 17, 2015
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  3. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2.a.ii.) Board Changers

    The Best:


    The Rest:


    Dragon/Devil
    HP: 3297 (max 3792)
    ATK: 1925 (max 2420)
    RCV: 165 (max 462)
    Active: Draco Summoning Circle-Fr & Dk - Change all orbs to Fire & Dark orbs.
    Cooldown: 20 turns (15 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Dragon/Devil
    HP: 3097 (max 3592)
    ATK: 1975 (max 2470)
    RCV: 165 (max 462)
    Active: Draco Summoning Circle-Fr & Dk - Change all orbs to Fire & Dark orbs.
    Cooldown: 20 turns (15 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Quite a powerful sub for fire/dark teams. As much as I hate Ronia, she was meant to go with Kagu and DL Fagan. With a dual fire/dark focused team, her active will never give a troll-board, so you can rain TPA's and rows of either fire or dark flavor. Her bind recover awakening is situationally useful if you have enough hearts or a heartmaker, and she has two skill boosts to make farming runs fast. Time extend is useful to nab as many TPA's and/or rows as you can. Her attack is naturally high, but her RCV is pretty mediocre. Ronia is probably the best Sonia to use, especially with Awoken Kagu in the same team.

    Ronia's chibi counterpart is a fantastic, and perhaps even better, substitute over Ronia. Her double rows of dark and fire are amazing for row styles. The trade-offs for having ronia over Ronia are one less skill boost and a bind recover awakening. The bind recover is not that useful considering ronia can still be binded, but the skill boost can be a deal-breaker when it comes to dungeons in which you cannot afford to stall. In most other cases, however, ronia can help the team deal better row damage in the long run.

    Dragon/Balanced
    HP: 3238 (max 4228)
    ATK: 1720 (2210)
    RCV: 275 (572)
    Active: Draco Summoning Circle-Wd & Dk - Change all orbs to Wood & Dark orbs.
    Cooldown: 20 (15 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Dragon/Physical
    HP: 5180 (max 6170)
    ATK: 1409 (max 1904)
    RCV: 0 (max 297)
    Active: Draco Summoning Circle-Wt & Dk - Change all orbs to Water & Dark orbs.
    Cooldown: 20 (15 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    The other colored Sonias are still quite good to use, albeit not as synergistic as Ronia. Gonia is good in her own right, as she can team up with LiUUU Bei for making TPA boards analogous to Ronia with Kagu and DL Fagan. As for Bonia, the blue orb changing TPA dragons are not as good as LiUUU Bei or Awoken Kagu because they lack any double or triple TPA. Gonia and Bonia are still great choices for their actives that help set up dark TPA's with a high combo count, and their stats and awakenings are pretty great, though you should also be wary of Bonia's non-existent RCV (unless +'ed).

    Dragon/God
    HP: 3700 (max 4690)
    ATK: 1550 (max 2045)
    RCV: 179 (max 476)
    Active: Final Judgement - Change all orbs to Heart, Light & Dark orbs.
    Cooldown: 16 (11 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Apocalypse is a very nice light dragon sub, with the whole package: a TPA, a relevant board change active, and great stats (RCV is still dragon level crap). While his active alone may create an inconsistent board for burst, you can combine him with other orb changers to to create a more substantial burst for dark or light (i.e. Arthur makes a 2/3 light 1/3 dark board, CDKV makes a 2/3 dark, 1/3 heart board). These kinds of boards are usually more consistent and damaging for the dominant element compared to a Sonia active.

    God/Dragon
    HP: 3353 (max 4343)
    ATK: 1491 (max 1986)
    RCV: 309 (max 606)
    Active: Western Seven-Star Formation - Change all orbs to Fire, Water & Dark orbs.
    Cooldown: 14 turns (9 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Oh hey, it's the uvo that almost no one uses! Haku is actually pretty decent as a full board changer for a mini-burst (she's no Ronia, however). While Haku's dragon uvo got the short end of the stick with awakenings, they are still pretty good. Her dark row is plenty relevant, and the + fire and dark orb awakenings are a nice touch too. Haku's active can be used itself (be wary of troll-burst boards), or be combined with Kagu's active for a 2/3 fire 1/3 dark or with Cyclone Devil Dragon's active for a 2/3 dark 1/3 fire board. The lower CD compared to other orb changers helps you to use her active early in case of jammers, poisons, or troll boards. Haku is at least a semi-decent placeholder if you do not have a Ronia yet

    Dragon/Balanced
    HP: 3813 (max 4803)
    ATK: 1546 (max 2041)
    RCV: 286 (max 583)
    Active: Sunset Zone - Change all orbs to Fire, Water & Dark & Heart orbs.
    Cooldown: 16 turns (11 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Quite a mighty fine pair of abs to add to the team. Typhon is one of the first god-fest exclusive monsters whose main gimmick is his heart-matching leader skill. Typhon is inevitably comparable to Haku, as his active is basically Haku's, but with hearts and a longer CD (which may make his active somewhat inferior in some ways). Typhon's active may be very inconsistent in producing enough relevant orbs for damage, so it is basically required to have an accommodating orb converter (Kagu, CDD, Dark Dragon Swordsman, etc.) to turn his active into a more consistent burst. On the other hand, his awakenings bring a lot to the table, with a time extend for combos, and a TPA and dark row to let you choose your playstyle.
     
    Last edited: Aug 16, 2015
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  4. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2.b.) Damage enhancers
    The Best:


    The Rest:



    Dragon/Attacker
    HP: 3418 (max 4408)
    ATK: 1543 (max 2038)
    RCV: 56 (max 353)
    Active: Berserk - Change Heart orbs to Poison orbs. Dragon type cards ATK x2 for 1 turn.
    Cooldown: 12 turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Probably your best damage enhancer. Even when not skilled up, his active comes up quickly with enough skill boosts. Bring him as an insurance policy to make sure the boss is dead-er than dead. The TPA and dark row awakenings let you choose between stacking TPA's or rows. The drawback of heal orbs converting into poison orbs is basically nullified, because most of your staple orb changers are also heartbreakers. Otherwise, just make sure you reserve him only for the boss burst. A decent candidate for your badpy.

    Dragon/Devil
    HP: 3867 (max 4857)
    ATK: 1625 (max 2120)
    RCV: 111 (max 408)
    Active: Grudge Strike - Deal Dark damage to all enemies based on player's HP %. ATK x10 at 100% HP up to ATK x150 at 1 HP. Affected by enemy element and defense. Dark attribute ATK x1.5 for 1 turn.
    Cooldown: 15 turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Vritra may be overlooked, but he still is a great candidate as an enhancer. While Shogun's active's CD is initially shorter, Vritra's double dark rows bridge the burst difference between him and Shogun. His skill-up is also farmable, so you will not need badpys for him, unlike Shogun. The lack of TPA is not that detrimental, as most of the dark TPA damage will come from DL Fagan anyways. Vritra's spirit jewel-required version is even greater, as he has 2 skill boosts to prevent stalling.

    Dragon/Devil
    HP: 4318 (max 5308)
    ATK: 1709 (max 2204)
    RCV: 98 (max 395)
    Active: Gravity Cannon - Deal 30000 Dark damage to all enemies. Affected by enemy element and defense. Enhance Dark orbs. +6% per orb, up to +180% for full board.
    Cooldown: 20 turns (13 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    The staple farmable enhancer. Hadar is amazing for a farmable monster. His weighted stats rival DL Fagan's, sometimes making him a better candidate than Dragon Shogun once in a while. Hadar's active may take a while to use, so it is recommended to skill him up (in his own technical dungeon). Like Shogun, you can mix up between TPA's or rows with Hadar's awakenings. His auto-heal is a nice bonus, too. Overall, he is not too shabby, but take note that his enhance active is largely overshadowed by Shogun's and Vritra's actives.

    Dragon/Devil
    HP: 3033 (max 4023)
    ATK: 1720 (max 2215)
    RCV: -200 (max 97)
    Active: Pirate Dragon's Might - Dragon type cards ATK x2 for 1 turn. Reduce 15% of all enemies' HP. Ignore enemy element and defense.
    Cooldown: 22 turns (18 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    The farmable version of Dragon Shogun. In some ways, Pirate Zaerog outshines Shogun with a purely better active skill and better attack. RCV does not matter too much if you are not going to take a hit anyways. Then again, even if skilled up, 18 turns is quite a lot to stall, so stacking skill boosts becomes more essential for him. Unless you can actually skill him up and stall out the turns for his active, Hadar is still a better farmable choice due to having a dark row and having a lower CD enhance.

    Dragon
    HP: 2087 (max 3077)
    ATK: 1254 (max 1749)
    RCV: 0 (max 297)
    Active: Dragon Enhancement - Dragon type cards ATK x2.5 for 1 turn. Delay 1 turn to all enemies
    Cooldown: 21 turns (11 min)
    Awakenings: [​IMG][​IMG]
    Farmable from his own (friggin' stupid 10 cost restriction) descend, Draggie can offers two vital roles as both damage enhance and delay. Even without the enhance, the delay can be a useful crutch to give you some breathing space. You should be wary of using him as a sub for several reasons. Draggie's stats are very poor all-around, his awakenings are severely lackluster, and his main element as wood puts his synergy at odds with DL Fagan. It does not help that manually skilling draggie up is a gigantic uphill battle without relying on woodpy's. The pay-off for investing in this unique and immensely useful dual utility monster is amazing, but when there are easier farmable enhancers out there like Hadar, sometimes it is better to take the easier and more practical option.

    Dragon/God
    HP: 3080 (max 4070)
    ATK: 1612 (max 2107)
    RCV: 65 (max 362)
    Active: Super Shinra - Gathering Cloud Devastation - Inflict Fire damage equal to ATK x50 to all enemies. Affected by enemy element and defense. Fire & Dark attribute cards ATK x2 for 1 turn.
    Cooldown: 20 turns (15 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Look at dem side abs there, yo. Sai, from the Shinra Bansho REM, is a pretty great enhance sub to keep. Because of the already inherent off-color synergy between fire and dark, Sai's active fits perfectly for DL Fagan teams. While his active takes a while to get up, the fact that its minimum CD is the same as a Sonia active makes Sai a great pair with with Ronia. Sai's TPA helps with sniping off-color, too. Otherwise, the long CD active may not put Sai as a favorable enhance sub. Still, if there is one absolute reason to include him in the team, it is to help you start up the shirtless manservice team, woo!
     
    Last edited: Jul 17, 2015
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  5. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2.c.)Utility Subs

    2.c.i.)Heartmakers


    The Best:


    The Rest:


    Dragon
    HP: 2125 (max 3115)
    ATK: 933 (max 1428)
    RCV: 392 (max 687)
    Active: Grape Shower - Recover 3000 HP. Change Light orbs to Heart orbs.
    Cooldown: 13 turns (6 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    If you absolutely have to bring a heartmaker, then Grape Dragon is the best you can bring. His awakenings are absolutely amazing, increasing your already ridiculous damage output and preventing the need to stall. The + orbs add up a lot with the TPA damage, and two dark rows make row teams possible. While making hearts is not quite useful in itself, combining his active with a heartbreaker (i.e. Kagu, Arthur, RGY) creates a substantial burst. Low weighted stats aside, Grape Dragon has multiple purposes that suit a DL Fagan team nicely with the right subs: less stalling in the long run, indirect but huge contributions to average damage, assistance with heartbreakers to burst bosses, a time extend to help with combos, and a clutch healing active to get back into the zone.

    In very technical terms, Grape Dragon and the other fruit dragons are 'farmable'. Whenever Gung Ho feels like it, they can drop down the "Gift From the World Tree" dungeon in special events. This dungeon contains a random guaranteed evolved fruit dragon.

    Dragon
    HP: 2165 (max 3155)
    ATK: 971 (max 1466)
    RCV: 358 (max 655)
    Active: Strawberry Shower - Recover 3000 HP. Change Wood orbs to Heart orbs.
    Cooldown: 13 turns (6 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    The fire element equivalent of Grape Dragon, Strawberry Dragon is also a great heartmaker to bring, mainly for more fire-based teams. He does not directly help DL Fagan, but rather the other synergistic fire orb changers, like RGY and Kagu. He lacks time extend compared to Grape, but in exchange for an additional +orb awakening that really helps to increase the fire damage cap. You will basically use Strawberry for the same purposes as Grape.">
     
    Last edited: May 1, 2015
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  6. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2.c.ii.) Zone Control

    The Best:


    The Rest:


    Dragon
    HP: 1697 (max 2687)
    ATK: 1750 (max 2245)
    RCV: 99 (max 396)
    Active: Dragon Strength Spellflame - Inflict Dark damage equal to ATK x10 to 1 enemy, and drain 100% of the damage you dealt. Affected by enemy element and defense.
    Cooldown: 20 turns (10 min)
    Awakenings: [​IMG][​IMG]
    Dragon/Devil
    HP: 2675 (max 3665)
    ATK: 1584 (max 2079)
    RCV: 196 (max 493)
    Active: Mirage Flare - Inflict Fire damage equal to ATK x20 to 1 enemy, and drain 50% of the damage you dealt. Affected by enemy element and defense.
    Cooldown: 18 turns (13 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Dragon/Physical
    HP: 4177 (max 5167)
    ATK: 1319 (max 1814)
    RCV: 98 (max 395)
    Active: Blessed Blade of the Hero - Inflict Wood damage equal to ATK x20 to 1 enemy, and drain 30% of the damage you dealt. Affected by enemy element and defense.
    Cooldown: 23 turns (13 min)
    Awakenings: [​IMG][​IMG]
    God/Dragon
    HP:3213 (max 4203)
    ATK: 1215 (max 1710)
    RCV: 394 (max 691)
    Active: Dragon Strength Spellflame - Inflict Dark damage equal to ATK x10 to 1 enemy, and drain 100% of the damage you dealt. Affected by enemy element and defense.
    Cooldown: 20 (13 min)
    Awakenings: [​IMG][​IMG][​IMG]
    When it comes to drain abilities, you have a nice selection of possible subs to choose from. Life drainers are essential to combat pre-emptives while also allowing you to alleviate situations where you need to take a hit to stall. For on-type subs, D Xuanzang (farmable), Dark Cat Dragon (farmable), and Anima (REM) are the best to choose. Ishtar (farmable) is a decent life drainer, as she is the easiest of them to obtain and skill up. Her color synergy is, however, somewhat more off compared to the other life drainers. Dark Cat Dragon may be the very best, due to the sheer power of his attack being able to help you recover so much HP (up to ~22k HP when hypermaxed!). D Xuanzang is arguably better otherwise in terms of more weighted stats and the skill bind resist. You really cannot go wrong picking either D Xuanzang or Dark Cat Dragon. If you can skill up Anima with pii's, he is a great choice as well.


    The off-type life drainers are incredibly more useful in terms of their awakenings and/or strength of their life drains. Godin can open up stalling possibilities with his auto-heal awakenings. Lakshmi's active has the least CD out of all the life drainers, and is very powerful, as well. Both Bodin and Godin are able to alleviate stalling with their skill boosts. While these life-drainers are overall defensively better than the dragon life-drainers, they cannot contribute any meaningful damage whatsoever. You will have to choose carefully whether you want a dragon life-drainer to help on the offensive, or an off-type life drainer to grant more defense if your team already has enough firepower.

    Attack/Dragon
    HP: 2911 (max 3901)
    ATK: 1511 (max 2006)
    RCV: 110 (max 407)
    Active: Fortitudinous Rally - Recover 25% of max HP. Enhance Wood & Light orbs. +6% per orb, up to +180% for full board.
    Cooldown: 20 turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Dragon/Attacker
    HP: 3353 (max 4343)
    ATK: 1615 (max 2110)
    RCV: 51 (max 348)
    Active: Merciful Radiance - Recover 30% of max HP. Bind recovery for 1 turn.
    Cooldown: 20 turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Another way to get back into the 80%+ zone is through use of healing actives. HP recover actives are superior in some ways compared to life drains due to the fact that these sort of actives are not affected by the enemies' defense. With both Kanetsugu and Zhao Yun, their actives allow you to take a hit up to half of your full HP. As their awakenings and stats are offensively oriented, they will have no problem contributing meaningful damage to the enemy. The long CD in their actives make it absolutely mandatory to skill them up. Thankfully, both Zhao Yun and Kanetsugu are farmable in their respective dungeons.


    There are a very nice selection of off-type HP recover subs to choose from as well. These subs have far superior defensive awakenings in comparison to the dragon counterparts. L Meta and Awoken Ceres similarly allow you to take a hit up to half your full HP before using their actives to get back into the zone. Amaterasu and the oldschool evos of Ceres are probably the most ideal HP recover subs to use for descends due to their actives fully recovering HP and completely curing bound team mates. Like with all other utility subs, it is crucial to max-skill them to plan consistent runs.
    Dragon/God
    HP: 2091 (max 3081)
    ATK: 1971 (max 2466)
    RCV: 222 (max 519)
    Active: Deep Shadow Breath - Inflict Dark damage equal to ATK x20 to all enemies. Affected by enemy element and defense. Dragon type cards ATK x1.3 for 2 turns.
    Cooldown: 20 turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Ready to derp your way through? What better way to play bejeweled than with these PAD Z Collab dragons? Each dragon provides 25% damage resistance to their respective elements. With damage resist awakenings being additive, 4 of the same element PAD Z dragons in a team will ensure invulnerability to that element. Because of these monsters, you can cheeeeese your way through almost every mono-color dungeon and descend without receiving damage. Their actives are also a nice touch to help you cook your nacho cheese faster. The only problem is farming 4 of each color in the PAD Z collab, so that will take quite a bit of time and patience to get these gimmicky bad boys.

    NOTE: The other color PAD Z collab dragons (RBGL) have similar stats, and the same awakenings and actives with respect to their elements.
     
    Last edited: Aug 16, 2015
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  7. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2.c.iii.)Poison, Armor Breakers, and Piercers

    The Best:


    The Rest:


    Dragon
    HP: 2433 (max 3423)
    ATK: 1388 (max 1883)
    RCV: 238 (max 535)
    Active: Five Flower Scales - Increases time limit of orb movement by 1 second for 3 turns. Inflict Poison damage equal to ATK x1 to all enemies every turn. Ignore enemy element and defense.
    Cooldown: 10 turns (6 min)
    Awakenings: [​IMG][​IMG]
    Swallowtail is quite an amazing poisoner, especially since he is on-color/type, and is farmable via the flower and insect dragon dungeons. With an unskilled CD of 10, he can be up and ready within one or two turns with enough skill boosts. Swallowtail is convenient to have against high defense low HP monsters, and is especially useful for killing pii's in alt. coin dungeons. Skilling him up is not mandatory, but it does immensely help for farming purposes (i.e. Tama Village, Super King Dragons farming, etc.).

    Dragon/Physical
    HP: 4020 (max 5010)
    ATK: 1560 (max 2055)
    RCV: 91 (max 388)
    Active: Yomi Wave - Reduce enemies' defense by 75% for 1 turn. Effects carry forward on sweep. Change Water orbs to Fire orbs, Heart orbs to Dark orbs.
    Cooldown: 12 turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Awoken Kagu doubles as an armor breaker, reducing enemies' defense by 75%. For most high-defense monsters, Kagu makes their defense thresholds reachable. When farming coin alt dungeons, however, it is much more practical to bring a poison sub, instead of using Kagu's active to kill pii's. With Kagu's active, the pii's defense is reduced to 1.5 million, which is still almost impossible to exceed. In most other cases, you would want to prioritize his orb change effect rather than his armor break effect. The armor break effect is still incredibly useful for many of the end-game Normal/Technical/Daily dungeons, coin alt dungeons, and Tamadra farming dungeons.

    Dragon/Devil
    HP: 3069 (max 4064)
    ATK: 1609 (max 2104)
    RCV: 368 (max 665)
    Active: Hellish Inferno - Reduce enemies' defense by 50% for 1 turn. Effects carry forward on sweep. Change Dark orbs to Fire orbs.
    Cooldown: 7 turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    There are a few important drawbacks to consider when using Awoken Minera in the team. Her active is basically a sub-par version of Kagu's active, on a much lower CD timer. While Minerva'a active is still useful against high-defense enemies, she essentially takes away any potential damage from DL Fagan, because she converts dark orbs into fire. As her active conflicts with dark, Minerva is not quite suggested for DL Fagan teams unless you are willing to go fire-heavy. In exceptionally rare cases, Minerva can help you combat against dark-absorbent monsters and snipe them with fire, so her use is not completely out of the picture.

    God/Attacker
    HP: 4189 (max 5179)
    ATK: 2143 (max 2638)
    RCV: 154 (max 451)
    Active: Destroying Lance, Gungnir - Inflict Dark damage equal to ATK x50 to all enemies. Affected by enemy element and defense. Inflict Poison damage equal to ATK x10 to all enemies every turn. Ignore enemy element and defense.
    Cooldown: 20 (15 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Oh...dear. Ladies and Gentleman, I introduce to you the #1 husbando in the game. Rodin can join DL Fagan to add to the already oozing testoterone levels. In all seriousness, Rodin is not quite a great synergistic sub to add to the team, due to his off-color and off-type preventing him from taking advantage of his killer attack. Otherwise, you can definitely use him in the team as an amazing awakening stick, especially for fire/dark dragon teams. The 3 skill boosts help to prevent stalling, with the poison being useful to kill pii's and high defense enemies. The main problem with his active is that you will have to stall quite a bit for the poison, even with the loads of skill boosts stacked into the team. Add him more for his ...sexy...everything, rather than his viability as a sub.
     
    Last edited: Jun 11, 2015
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  8. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2.c.iv.) Board Control

    NOTE: All board changers count as board control, as their actives also remove poison orbs and jammers. See their section in orb changers for details.

    The Best:


    Dragon/Devil
    HP: 2455 (max 3445)
    ATK: 1410 (max 1905)
    RCV: 172 (max 469)
    Active: Gravity Room - Reduce 10% of all enemies' HP. Ignore enemy element and defense. Change Jammer & Poison orbs to Heart orbs.
    Cooldown: 12 turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Chester may be situational, but when he is needed, he is *absolutely* needed. He is a great counter to jammer/poison happy dungeons. Combine Chester's active with a heartbreaker, and you can easily cure a terribad board and sweep. The dark version is preferred, since he is on-color with DL Fagan, although you cannot really go wrong with any version (exactly the same except element). Even if there are no poison or jammers to worry about, the mini-gravity itself is pretty handy. Still, his active falters to board changers like Ronia or Haku if stalling is not an issue. At least Chester's awakenings are fantastic to counter skill-binds.

    God/Dragon
    HP: 3325 (max 4315)
    ATK: 1774 (max 2269)
    RCV: 355 (max 652)
    Active: Orb Transformation - Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs.
    Cooldown: 12 turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG] [​IMG] [​IMG]
    A fantastic card to add to the descend team line-up, not just for the delicious fanservice . Like Chester, D Kali counters poisons and jammers quite easily with her active. There is also a secondary use to utilize her active when you encounter a troll-board (i.e. no main element orbs for attacking). With an amazing set of awakenings to help out the team, D Kali can serve multiple defensive and offensive roles, from being an unbindable bind recover, to helping the team resist skill binds. The addition of the TPA is really nice icing on the cake for her to help out on the offensive. Just like with Chester, if stalling is not a problem, then you can easily replace D Kali with a full board changer for a more offensive game plan.

    Dragon
    HP: 4023 (max 5013)
    ATK: 1417 (max 1912)
    RCV: 0 (max 297)
    Active: Starlight Breath - Inflict Light damage equal to ATK x40 to all enemies. Affected by enemy element and defense. Change Heart & Jammer orbs to Light orbs.
    Cooldown: 17 turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Defoud is one of the few farmable monsters who can directly deal with jammers. Defoud's active serves a dual purpose as an anti-jammer and light heartbreaker. He is a great staple sub for light teams. His awakenings give a nice little push for dark and light damage as well. If you wish to use him as a staple sub, you would have to go through the painful process of skilling him up from his own endgame technical dungeon. Otherwise, his skill may not be accessible without careful stalling.

    Physical/Dragon
    HP: 3060 (max 4050)
    ATK: 360 (max 855)
    RCV: 360 (max 657)
    Active: Droidance - Reshuffle all orbs.
    Cooldown: 10 turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    If it were not for his terrible attack, Droidragon with his awakenings would be a great farmable choice to counter poisons, jammers, and blind boards. Droidragon's active comes with a decent CD active, which functions somewhat like D Kali, except that the orb board falls as it replaces the previous board. Any matches from the fall results in a turn passing without the enemy's turn counting down. Thus, Droidragon can help you stall in a few occasions. It is still possible to be orb-trolled by his active, so be careful in using it. You can get him whenever Gung Ho decides to put up his dungeon on in special occasions. Take note that his uvo version has a completely different armor break active that is useless for DL Fagan, due to both its absurdly long CD and Kagu's active having a similar effect. Stick with Droidragon pre-uvo instead (unless you need the armor break for a different team).
     
    Last edited: Aug 16, 2015
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  9. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2.c.v.) Delay

    The Best:

    The Rest:


    Healer
    HP: 1277 (max 2067)
    ATK: 1349 (max 1844)
    RCV: 650 (max 947)
    Active: Menace - Delay 3 turns to all enemies.
    Cooldown: 15 turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG]
    The go-to delay everyone has, for good reason. Aside from her being easily farmable, Echidna's delay/CD ratio is *huge*, practically the best compared to other delay subs. With Echidna's active on a 10 turn CD, it is relatively easy to have it up early in the run in case you need it. For bosses, you can sometimes substitute Echida over a damage enhance sub, as she gives plenty of turns to chip down them down. With her own dungeon featured in coin rotations, it is also quite easy to max-skill her. It is just too bad that Echidna is off-type, so you will lose quite a bit of firepower.

    Dragon/Healer
    HP: 2013 (max 3008)
    ATK: 1054 (max 1549)
    RCV: 504 (max 801)
    Active: Break Time - Delay 1 turn to all enemies. Change middle row into Heart orbs.
    Cooldown: 16 turns (12 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Wee Jas, such an awesome grandpa. While a 1 turn delay on a 12 min CD might not sound very appealing, Wee Jas' awakenings, high RCV, and his active's effect of making a row of heart orbs triple his roles as zone control and bind recover too. Even without the bind recover, you can combine his active with a heartbreaker for an instant row/TPA set up. Wee Jas being on-type helps with damage too, even if he may not be completely on-color. Different elements should not matter too much in utility roles, but the light version may be better due to better color synergy.

    God/Dragon
    HP: 3830 (max 4820)
    ATK: 1303 (max 1798)
    RCV: 357 (max 654)
    Active: Mars Daylight - Delay 1 turn to all enemies. Inflict Fire damage equal to ATK x50 to all enemies. Affected by enemy element and defense.
    Cooldown: 22 turns (11 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Zeus Vulcan is notable for being the most color-synergistic farmable delay to DL Fagan. His row awakening also gives you the choice of working on fire row teams. If there is a reason he is not as widely used, it is because his own mythical dungeon is teeth-grindingly difficult! If you consider using him, it is absolutely mandatory to skill him up (the masochistic way: his dungeon, the easy way: the food dragon dungeon). His adorable and edible skill-up fodder serves as a decent replacement if you are in dire need of a farmable on-type color-synergistic delay.

    Dragon
    HP: 2087 (max 3077)
    ATK: 1254 (max 1749)
    RCV: 0 (max 297)
    Active: Dragon Enhancement - Dragon type cards ATK x2.5 for 1 turn. Delay 1 turn to all enemies
    Cooldown: 21 turns (11 min)
    Awakenings: [​IMG][​IMG]
    As said before, Draggie condenses two important roles into one with his amazing active. However, his active absolutely needs to be max-skilled to be of any immediate use. If you can farm him and his skill-ups (say goodbye to your sanity), Draggie will absolutely find a comfortable spot in your team. Be careful to weigh his problems with the team though (poor stats, awakenings, and color synergy, severe overkill). By combining two subs' key roles into one, Draggie can open up considerable flexibility with respect to team composition.

    Attacker/Dragon
    HP: 3295 (max 4285)
    ATK: 1956 (max 2451)
    RCV: 27 (max 324)
    Active: Carving One's Own Path - Delay 1 turn to all enemies. Change Water orbs to Fire orbs.
    Cooldown: 14 turns (9 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Aw yeah, Cao Cao, your dragon uvo has it going on! Besides the suave new looks, Cao Cao can condense two important roles into one: orb change into fire, and delay. The orb change is not quite useful if you are not aiming for a fire-heavy team. Cao Cao's orb changing capabilities is even further diminished since Kagu's active also changes water orbs into fire orbs at a lower CD and has a built-in relevant dark heartbreak. On the other hand, any delay is very useful, and Cao Cao takes the title of being the most synergistic on-type delay REM monster for DL Fagan, surpassing Zeus Vulcan's usefulness. The double TPA awakenings and skill boosts ensure your team to sweep efficiently without stalling. Add in that juicy skill-bind resist bonus, and Cao Cao can probably see a regular spot for your fire/dark hybrid descend teams.

    Physical/Dragon
    HP: 4790 (max 5780)
    ATK: 1000 (max 1495)
    RCV: 252 (max 549)
    Active: 八相の暴圧 - Delay 4 turn to all enemies.
    Cooldown: 19 turns (15 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Behold, ladies and gentlemen, probably *the* best delay dragon sub, if only for his awakenings. Orochi is the first monster in the game to sport 4 TPA awakenings (one prong for each head!). When his attack is hyper-maxed, Orochi can deliver over 9k base damage (actually 9460)! With double DL Fagans, you're looking at least 151k per TPA match. Wow! There are several major drawbacks to using him, one of them being that Orochi is completely off-type element-wise. With him in the team, you would want to focus on a water/dark hybrid in order to get the most of his TPA damage. While Orochi definitely brings water dragons closer to relevance for DL Fagan, water is still probably a mediocre color for dragons. Orochi's active is still pretty amazing, but 15 turns is a bit too much to stall. He can definitely find a place for descends in terms of sniping off-color and giving you a guaranteed safety measure to get back to the zone from close death.
     
    Last edited: Aug 16, 2015
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  10. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2.c.vi.) Bind Recover

    The Best:


    The Rest:



    Dragon/Healer
    HP: 2013 (max 3008)
    ATK: 1054 (max 1549)
    RCV: 504 (max 801)
    Active: Break Time - Delay 1 turn to all enemies. Change middle row into Heart orbs.
    Cooldown: 16 turns (12 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Being an on-type unbindable bind recover is a huge draw-in for Wee Jas. Seriously, the combination of his active and awakenings make him quite a versatile utility sub to behold. Essentially, the additional turn from delay lets your subs recover at least 4 turns before the enemy gets a chance to attack. Because of this versatility, Wee Jas outshines most other delay and bind recover subs, while also serving as a decent zone control sub. If there is a utility sub you need for a little bit of everything, this is the guy to have (except skill-binds...ugh).

    God/Healer
    HP: 2454 (max 3444)
    ATK: 1330 (max 1825)
    RCV: 863 (max 1160)
    Active: Quick Cure - Recover RCV x6 HP. Bind recovery for 2 turns.
    Cooldown: 11 turns (6 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Balanced/Devil
    HP: 2874 (max 3864)
    ATK: 1511 (max 2006)
    RCV: 481 (max 778)
    Active: Soul Cure - Recover 30% of max HP. Bind recovery for 3 turns.
    Cooldown: 9 turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    God/Physical
    HP: 3538 (max 4528)
    ATK: 1197 (max 1692)
    RCV: 503 (max 800)
    Active: Quick Heal - Recover RCV x3 HP. Bind recovery for 2 turns.
    Cooldown: 8 turns (3 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    The 3 Goddesses of unbindable quick bind recover. BL Isis' active's short CD ensures you can recover from binds in a pinch. L Meta's and Awoken Ceres' actives double as good zone control as well. If you have enough hearts around, both L Meta and Awoken Ceres can bind recover through heart rows as well. It is up to you to choose which of these ladies is the right one for you. Isis may not be as good a choice, as her active does not heal a lot to help recover against a hit.

    Dragon
    HP: 2350 (max 3340)
    ATK: 1295 (max 1790)
    RCV: 242 (max 539)
    Active: Dragon Strike Stance - Dark - Change Heart orbs to Dark orbs. Bind recovery for 2 turns.
    Cooldown: 11 turns (6 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    The dragon knight heartbreakers are the sole unbindable bind recover cards utilized in an offensive manner. While they all have similar stats and the same awakenings, the Shadow Dragon Knight is the best one to have, due to being on-color. He is definitely preferrable to the staple off-type bind recover subs whenever possible, especially if you can skill him up. Being able to bind recover and prepare a burst simultaneously is one heck of a nice blessing. Take note that he can only recover 2 turns of bind, so make sure you have a back-up plan if your subs are bound for more than 2 turns.
     
    Last edited: Aug 16, 2015
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  11. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2.d.) Miscellaneous Subs

    2.d.i.) Skill-bind Resist Subs

    In case you decide to tackle a descend with skill-binds, or if you want to prepare against spirit jewel invades, here is a list of relevant subs with the skill-bind resist awakening.



    2.d.ii.) Farmable Subs
    There is no argument that DL Fagan needs to be REM-heavy in order to fully reach his potential as a brainless farming lead. That does not mean that farmable subs are a waste of resources for him. In fact, some of the farmable subs can easily compete with the REM subs with ease of skilling up, and their roles rivaling their REM counterparts in terms of effectiveness. Here is a filtered summary of the farmable subs that can see a staple spot in the team:

    Orb Changers:


    Damage Enhancers:


    Heartmakers:


    Zone Control:


    Poison:


    Board Control:


    Delay:


    Bind Recover:


    2.d.iii.) Skill-boost Subs
    A self-explanatory list. Skill-boost subs are very important, as they minimize stalling and help make runs safer and consistent. When not being utilitized for descends These subs can help DL Fagan farm quick dungeons (i.e. Tama Farming, Super King Dragons, Extreme King Dragon, Thursday/Friday Mythical, etc.). Notable subs will be listed in how many skill boosts they have: 2, or 3+. Subs with 2 skill boosts will only be listed if they are relevant to DL Fagan. Any subs with 3+ skill boosts are precious for farming quick dungeons.

    Subs with 2 skill boosts:


    Subs with 3 skill boosts:


    Subs with 4 skill boosts:


    2.d.iv) JP-exclusive subs
    This is a list of subs that are exclusive to Japan. Although you can always pray to the RNGod(s), it is very unlikely they will ever see any international release. As great as a lot of these exclusive subs are for DL Fagan, I will only list them here, instead of giving an in-depth description.

    Orb Converters:


    Board Changers:


    Damage Enhance:


    Zone Control:


    Poison/Armor Breakers/Piercers:


    Bind Recover:


    Delay:
     
    Last edited: Jul 30, 2015
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  12. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    3.) Leader Pairings

    Given that dragon leaders are quite efficient at farming, you have some leeway to pair up with most other dragon leads outside of DL Fagan, in case you are entering a no dupe dungeon, or if you run out of DL Fagan friends. While double DL Fagan leads are usually optimal, non-dupe pairings can also help team compositions become more flexible. You can sometimes expand beyond the comfort zone of dark dragon subs (i.e. GGY, RGY, LL Fagan pairings, etc.) and also use other leaders' useful actives to increase your team's damage or survivability.

    The Best:


    The Rest:



    Dragon/Physical
    HP: 4005 (max 4995)
    ATK: 1772 (max 2267)
    RCV: 156 (max 453)
    Active: Boisterous Dance - Reduce 20% of all enemies' HP. Ignore enemy element and defense.
    Cooldown: 15 turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Leader Skill: True Celestial Pole Star Dragon Fist
    Effect: Physical & Dragon type cards ATK x4 when HP is full.
    The light counterpart to DL Fagan, LL Fagan is great in his own right. In exchange for only having one TPA, LL Fagan makes it up with a light row for light teams and 2 skill boosts to prevent stalling. If you are focusing on light/dark teams, definitely give LL Fagan friends a try (...if they exist). Similarly with DL Fagan, you get a damaging 16x multiplier that is even easier to lose. Your team compositions will have to be more optimal since you are basically carrying two dead weight actives.
    LL Fagan is :heart:, dat visible nipple :hungry:


    Dragon/Attacker
    HP: 2733 (max 3723)
    ATK: 1820 (max 2315)
    RCV: -150 (max 147)
    Active: Samurai Dragon's Bravery - Reduce 15% of all enemies' HP. Ignore enemy element and defense. Enhance Fire orbs. +6% per orb, up to +180% for full board.
    Cooldown: 18 turns (14 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Leader Skill: Samurai Dragon King's Wrath
    Effect: 50% HP reduction. Dragon type cards ATK x4.
    Might as well take 1HKO to the extreme. While Samurai Zaerog (Samrog) halves your HP, it is not like you would want to get hit, anyways. As Samrog is a fire main-type with TPA, he can help you conserve dark orbs for future use. You will have to focus on a hybrid fire/dark or a fire-oriented team if you want to take advantage of his active as damage enhance. Again, just like the pairing with LL Fagan, it is very easy to lose a run with the halved HP reducing your margin of error. If you do not want to compromise your damage in no dupes and are willing to make no mistakes during your farming, then Samrog is the right no-dupe pairing for you.

    God/Dragon
    HP: 3543 (max 4533)
    ATK: 1226 (max 1721)
    RCV: 483 (max 780)
    Active: Solid Fortitude - Change Heart orbs to Fire orbs. Recover 3000 HP.
    Cooldown: 12 turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Leader Skill: Flying Dragon's Decorum
    Effect: Balanced & Dragon type cards ATK x3.5, RCV x1.5 when HP is greater than 50%.
    Probably the best no-dupe leader to pair up with for alt. coin dungeons, as his actives and awakenings are a great asset to fire/dark teams. The RCV multiplier, recovering active skill, 2 skill boosts, and 2 auto-recover awakenings alleviate RCV and stalling issues. RGY can also sweep with fire as well, and contribute a bit to dark damage. Since RGY's damage multiplier is much more lenient to preserve than DL Fagan's, he makes hunting pii's very easy without having to resort to using a poison or a fixed damage active sub. With some of DL Fagan's staple subs also being fire, you can make a fire-row team possible with a RGY pairing. Definitely find as many RGY friends as you can.

    Dragon
    HP: 2533 (max 3523)
    ATK: 1570 (max 2065)
    RCV: -200 (max 97)
    Active: Gravity Breath - Reduce 35% of all enemies' HP. Ignore enemy element and defense.
    Cooldown: 35 turns (20 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Leader Skill: Dragon King's Wrath
    Effect: Dragon type cards HP x1.25, ATK x3.5.
    Zaerog is a decent pairing for DL Fagan. The HP multiplier does help in some places in case you *do* get hit, but his negative RCV prevents the HP multiplier from shining. His damage multiplier being constant at least means you can still sweep mob floors even after taking a hit. You have a slightly less damage multiplier, but this is somewhat made up by the fact that Zaerog has a TPA, a dark orb +, and a dark row awakening. Zaerog helps you to expand your playstyle to easily include dark rows as well. Dark rows in conjunction with TPA's help make a significant burst, despite the lower damage multiplier. Just remember that you now have 2 dead weight actives, so you will have to make sure your team composition is top-notch.

    Dragon/Attacker
    HP: 3418 (max4408)
    ATK: 1543 (max 2038)
    RCV: 36 (max 353)
    Active: Berserk - Change Heart orbs to Poison orbs. Dragon type cards ATK x2 for 1 turn.
    Cooldown: 12 turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Leader Skill: Shogun Soul
    Effect: Dragon type cards ATK x3.
    Shogun's multiplier may be on the lower end, but it is constant. One of the reasons you may want to pair up with him is his active skill. Most of the important orb changers either change the board or convert hearts, so his active can be used without penalty. Shogun at least has all the essential awakenings for you to expand your playstyle to rows as you would with Zaerog. In case you lack a damage enhance, teaming up with Dragon Shogun is not too shabby an idea.

    Dragon/Devil
    HP: 3867 (max 4857)
    ATK: 1625 (max 2120)
    RCV: 111
    Active: Grudge Strike - Deal Dark damage to all enemies based on player's HP %. ATK x10 at 100% HP up to ATK x150 at 1 HP. Affected by enemy element and defense. Dark attribute ATK x1.5 for 1 turn.
    Cooldown: 15 turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Leader Skill: Darkdragon Deterioration
    Effect: Dragon & Devil type cards HP x1.35, ATK x3.
    The spirit jewel uvo version of Vritra is a viable pairing. His leader skill is a somewhat inferior version of Zaerog's leader skill, but at least Vritra's active is actually useable. His double dark rows and his active ensures his place as the damage enhancer for the team. The flipside is that you have to deal with a lower damage multiplier, and an HP multiplier that may not help you much. The damage compromise may be worth it since you have an extra sub spot to use, either for more orb changing to prevent troll boards, or utility for more survival. Again, do not overlook Vritra; he opens up quite a bit of flexibility for your team.

    Dragon/Devil
    HP: 4033 (max 5023)
    ATK: 1204 (max 1699)
    RCV: 25 (max 322)
    Active: Blood Howl - Enhance Dark orbs. +6% per orb, up to +180% for full board. 35% damage reduction for 2 turns.
    Cooldown: 15 turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Leader Skill: Necro Soul
    Effect: Dragon type cards ATK x3.5 when HP is greater than 50%.
    While Cursed Wyrm is a mediocre sub, he is a decent leader pairing. His leader skill is like RGY's, but without the RCV bonus. In every other case, friend a RGY. Otherwise, Cursed Wyrm can be seen as "leftovers" if you run out of other more optimal friend leaders. Him doubling as a damage enhancer does mean you can dedicate the sub spot to an orb changer or utility. You do have to consider that he lacks a dark row compared to the other staple damage enhancers. The slight damage reduction does help in cases where you need to burst a floor and tank a pre-emptive in the next floor.

    Dragon/God
    HP: 3700 (max 4690)
    ATK: 1550 (max 2045)
    RCV: 179 (max 476)
    Active: Final Judgement - Change all orbs to Heart, Light & Dark orbs.
    Cooldown: 16 turns (11 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Leader Skill: Final Calamity
    Effect: Dragon type cards HP x1.5, ATK x3.
    Taking up two roles as a relevant board changer, and as a good friend leader, Apocalypse can help mono-color (light or dark) or bi-color light/dark teams shine. Just like with the other more useful leader pairings, you will have to deal with a lower damage multiplier. The HP multiplier is large, but it may be irrelevant unless a) you plan to tank a large hit, and b) you have the means to recover from said hit. Even with the lower damage multiplier, pairing with Apocalypse can especially help with players who lack a full board changer. Make sure you have a relevant orb changing sub who can make his board changing active consistent (CDKV, Arthur, Dark Dragon Swordsman, Kagu, etc.).
     
    Last edited: Jun 16, 2015
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  13. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    4.)Team Compositions

    4.a) Advice on Team Compositions For General Farming
    No matter how much you want to deny it, farming will always haunt your PAD life, from your humble noob beginnings, until the end of (PAD) time. Since farming/grinding is always relevant to whatever late/endgame goal you have, it usually helps to cut out as much tedium, brainpower, and effort to make farming dungeons as efficient and short as possible.

    DL Fagan, with his immediately activated high multiplier leader skill and double TPA's, fits the farming mentality very nicely. He shines especially in long farming dungeons (6+ floors). Other popular farming leaders (Athena, Satan, Shiva, etc.) just cannot compare to DL Fagan's power without relying on orb changing or + eggs, which means that DL Fagan's farming teams do not require as much long-term investment or orb manipulation compared to other farming leaders. And unlike other 4x multiplier leads, his power is instantly accessible, as long as you are committed to using dragons.

    For farming teams, there is a more or less constant format to them. It usually goes as any of the following:

    DL Fagan | orb converter | orb converter | board changer | damage enhance/utility
    DL Fagan | orb converter | board changer | damage enhance | utility



    Short CD orb changer: prevents orb troll; mini-burst
    Board changer: Final boss burst
    Damage enhance: Reach boss HP thresholds more easily (may not be necessary at all)
    Utility: Deal with specific enemies; safety net

    You can vary the format as much or as little as you please to accommodate whatever dungeon you are farming. Sometimes the damage is enough for you to ignore the damage enhance, other times the utility is not needed and you require more firepower.

    Important Notes to Consider for Farming Teams:
    • Make sure you have at least a sub or 2 with TPA's to ensure easy mob sweeping
    • TPA subs can help conserve orbs and reduce the need to orb change
    • Choose the right balance between off-color (prevent orb troll) vs on-color (more concentrated damage)
    • Bi-color or tri-color teams usually fit the right balance between color diversity vs damage output
    • Color synergy is important: choose orb changers whose actives will not conflict with other orb changers' actives or subs' colors
    • For DL Fagan, the rank of off-color synergy from best to worst is usually: fire, light/wood (tie), and lastly water
    • Skill-ups and skill-boosts are important to prevent stalling on any floor
    • Study the dungeon carefully to make sure your actives are up in important floors
    • If you do not have enough skill-ups/boosts, stall only when you will not get hit the next turn
    • Practice your teams in Endless Corridors to test their damage output and determine the need for damage enhance
    • Different dungeons may require utility subs to deal with specific enemies (high defense, elemental weakness, delay, etc.)
    • Utility subs can also save you from failed runs; do not overlook them
    • No-dupe leaders can double as important subs, potentially freeing up a wild card spot
     
    Last edited: Apr 16, 2015
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  14. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    4.b.) General Sample Farming Teams (UNDER CONSTRUCTION)

    4.b.i.)Farmable/Light REM Farming Team Examples
    Keep note that farmable teams, due to a scarce number of dark orb change options, have very little farming potential. This section is just to give you a heads up on the different starting points of using DL Fagan. Even if you get trolled by the REM, just one REM sub, no matter how awesome or troll-ish, can make a huge difference in the team's viability.

    Examples:

    |
    |
    |
    |
    |
    |



    4.b.ii.) KoG Farming Team Examples

    For KoG, the format goes as:

    DL Fagan | orb converter | board changer | board changer | damage enhance

    TPA's are good to have for speed, but are not as needed due to the enemies' low HP to derp through. From floors 8-10, you need constant bursts to one-shot each boss. Ideally, the board changer is a Sonia. Use the orb converter for floor 8, a board changer for floor 9, and a damage enhance and board changer for floor 10 (after DL Fagan's gravity active).

    Examples:

    |
    |


    4.b.ii.) Lower Tier Normal Dungeon Farming Team Examples
    Farming lower tier dungeons is totally viable for DL Fagan, especially once 3x + egg rates for normal dungeons arrive to NA.

    See Nez's post for examples
    Will format into guide later, stay tuned...

    4.b.???.) Coin Alt. Dungeon Farming Team Examples
    Coin alt. dungeon teams usually have straightforward format:

    DL Fagan | orb converter | board changer | poison/piercer | wild card

    Dark teams may want to make the wild card an additional orb changer to prevent orb-troll, while more color-diverse teams can have that wild card spot be more flexible. You usually do not need more than one poison/piercer, due to the rarity of encountering multiple pii's in one run. Pairing with leads like RGY or GGY can also ignore the need of a poison/piercer.

    Examples:
    |
     
    Last edited: Apr 16, 2015
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  15. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    4.c.)Specialized Farming Teams

    4.c.i.)Tamadra Retreat Teams

    |

    This team assumes all the Swallowtails are max-skilled. Probably the best team you can make assuming you have the resources available to max-skill all the Swallowtails. The team having 6 skill boosts means each Swallowtail will be available to use per floor. You can just poison your way through and call it a day.

    | Wild Card | Wild Card |

    The wild card slots should give the team enough skill boosts for a max-skilled Kagu to be up the first turn. Swallowtail does not need to be skilled up. You can probably replace Swallowtail with another wild card assuming your team will have enough skill boosts. With Kagu in the team, use his active in the first turn. You only need to do >75k damage in dark to kill each Tama. This is as simple as matching a dark TPA and nothing else. Otherwise, match a fire mass attack > 150k damage. Make sure you sweep each floor in one turn to preserve the armor break. Last floor, you can just dark TPA or use Swallowtail's poison.

    4.c.ii.)Tamadra Village Teams

    The crucial differences between Tamadra Village and Tamadra Retreat are that Tamadra Village consists of 5 floors rather than 4, and your subs are at risk of being binded in the last floor. Thus, while Tamadra Village teams may be used for Tamadra Retreat, it does not hold true for the other way around.

    | Wild Card |

    Wild Card: any monster with 3+ skill boosts

    You will have to be smart with this team. The wild card (any sub with 3 skill boosts) helps a max-skilled Kagu be up in the first turn without stalling. Use Kagu first, then wisely clear the board and only match a single dark TPA (or a fire mass attack >150k damage) to clear each floor. As long as you have enough fire or dark orbs, you can easily sweep each round until the final stage. At the final stage, use a Swallowtail to kill. 2 Swallowtails are needed in case one gets bound (otherwise, you are screwed).

    4.c.iii.)Ruins of the Star Vault

    |

    Every sub is assumed to be sufficiently skilled to be up in the first turn. Use all Laphroaig actives back to back each floor. You will need to match a TPA in one floor before the boss (preferrably, 1st floor). Use CDKV at the final floor and match as many dark TPA's to kill.

    4.c.iv.) Extreme King Metal Dragon
    With the double/triple TPA goodness from your subs, it can be quite easy to speed farm the dungeon with the right subs. If you choose to take advantage of TPA's, Kagu is a necessary sub for the Extreme King Dragon. For the other floors, you can match one Dark TPA and call it a day. You may need to include a light TPA sub (ideally Arthur) or diversify the RGB double TPA's (LiUUU Bei) in order to make sure you can sweep each floor with a single elemental TPA that is neutral/strong against the king dragons. An ideal TPA based team for this dungeon would be:

    |

    Just match one TPA and go. Subs are all max-skilled. For the final floor, use Kagu, focus on the most TPA's you can for either fire or dark. You should be able to do 400k+ damage easily for a single team mate. Shogun is there to help reach the damage ceiling easier in case you need him. If you do not want to deal with orb troll, bring CDKV to replace either LiUUU Bei, Shogun, or Arthur. Most likely, the diversity in elements will render orb troll a non-existent issue.
     
    Last edited: Jun 11, 2015
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  16. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    Reserved
     
    Last edited: Mar 20, 2015
  17. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    Monster Format

    Type/Subtype
    HP: (max )
    ATK: (max )
    RCV: (max )
    Active: -
    Cooldown: turns ( min)
    Awakenings: [​IMG]
     
    Last edited: Mar 28, 2015
  18. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    6.)Friend User Directory

    6.a) DL Fagan User List
    Name
    ID Number
    Level/Skill Level
    Awoken Level/+'s
    Other Leaders (3 max)
    315 490 294 (US)​
    Max/Max​
    Max/+297​
    Kiba​
    772 249 252 (EU)​
    Max/3​
    Max/+297​
    Zaku
    384 046 297 (US)​
    Max/Max​
    Max/+99​
    348 576 242 (US)​
    Max/Max​
    Max/+297​
    edgaralanpwn​
    397 680 244 (US)​
    Max/1​
    Max/+0​
    grinder​
    375 256 244 (US)​
    Max/1​
    Max/+0​
    Jobin@PF​
    301 887 279 (US)​
    Max/2​
    Max/+0​
    Hollandkin​
    730 743 245 (EU)​
    Max/1​
    Max/+63​
    hanackr@pf​
    340 447 281 (US)​
    72/2​
    Max/+0​
    Razgorth​
    371 790 293 (US)​
    Max/1​
    Max/+0​
    Derpinator​
    374 010 307 (US)​
    Max/1​
    Max/+18​
    bateman​
    311 135 385 (US)​
    94/1​
    Max/+0​
    tina​
    343 657 245 (US)​
    Max/1​
    Max/+234​
    discoboy​
    313 612 314 (US)​
    Max/2​
    Max/+12​
    xflyter​
    323 836 349 (US)​
    Max/Max​
    Max/+2​
    SpoonishFork​
    305 695 213 (US)​
    Max/1​
    Max/+9​
    supralover23​
    368 568 293 (US)​
    92/1​
    Max/+0​
    forkbomb​
    389 556 296 (US)​
    Max/Max​
    Max/+297​
    _*mcn*_​
    303 268 284 (US)​
    Max/1​
    Max/+18​
    Andelu@PF​
    341 784 271 (US)​
    Max/Max​
    Max/+297​
    DomChan@PF​
    382 546 216 (US)​
    Max/1​
    Max/+0​
    Mango 海佐​
    310 791 230 (US)​
    HeartlessIndigo​
    305 765 273 (US)​
    Max/1​
    Max/+0​
    FlameZ​
    395 277 232 (US)​
    Max/Max​
    Max/+5​
    1 LastRide​
    300 752 326 (US)​
    Max/1​
    Max/+19​
    Lord Rego​
    303 148 249 (US)​
    81/1​
    5/+8​
    puñal​
    339 787 278 (US)​
    Max/1​
    Max/+2​
    329 648 320 (US)​
    Max/1​
    Max/+0​
    367 185 264 (US)​
    Max/3​
    Max/+0​

    6.b) General Dragon User List

    Name
    ID Number
    Dragon Leader(s)
    Other Leaders (3 max)
    Avelarius​
    345 640 330 (US)​
    pad_n00b​
    342 923 353 (US)​
    qyu@光​
    377 867 220 (US)​
     
    Last edited: Jul 7, 2015

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