[Team Building] Got GGY'd? - A Guide to Green Guan Yu

Discussion in 'Team Guides' started by Derpinator, Feb 10, 2015.

  1. Derpinator

    Derpinator The Derpiest

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    Credits to Reni

    An updated and reformatted version of mkman's guide, all information came from mkman and his original guide with his permission.

    Table Of Contents
    1. About Green Guan Yu
      1. Lore
      2. In-Game
    2. Pros and Cons
    3. GGY Sub Rankings
    4. Notable Subs
    5. Other Sub Options
    6. Skill Inheritance aka Hanuman's Section
    7. Orb Enhance vs Elemental Enhance
    8. Team Skeletons
    9. Next Level Teambuilding
    10. Potential Friend Leaders
    11. Friend Directory
    12. Dungeon Clears
      1. Daily Dungeons
      2. Normal Dungeons (KoG, Divine Queen of Darkness, Two Heroes, Legendary Seaway, Legendary Earth)
      3. Technical Dungeons (God-King's Floating Garden, Legendary Mountain Path, Legendary Hills, Paradise of the Holy Beast)
    13. Descend Clears // Only descends with a clear or an outline are linked below
    14. Rush Clears
    15. Miscellaneous Videos and Clears

    1. About Green Guan Yu


    1.1. Lore
    Guan Yu was a general serving under the warlord Liu Bei in the late Eastern Han dynasty. He played a significant role in the civil war that led to the collapse of the dynasty and the establishment of the state of Shu Han – founded by Liu Bei – in the Three Kingdoms period.

    As one of the best known Chinese historical figures throughout East Asia, Guan's true life stories have largely given way to fictionalised ones, most of which are found in the historical novel Romance of the Three Kingdoms or passed down the generations, in which his deeds and moral qualities have been lionised. Guan is respected as an epitome of loyalty and righteousness.

    Guan Yu was deified as early as the Sui dynasty and is still worshipped by many Chinese people today, especially in southern China, Taiwan, Hong Kong, and among many overseas Chinese communities. He is a figure in Chinese folk religion, popular Confucianism, Taoism, and Chinese Buddhism, and small shrines to Guan are almost ubiquitous in traditional Chinese shops and restaurants. He is often reverently called Guan Gong (Lord Guan) and Guan Di (Emperor Guan). His hometown Yuncheng has also named its airport after him.

    Source

    1.2. In-game
    God/Physical/Dragon
    HP: 4118 (5108 w/ +99)
    ATK: 1337 (1832 w/ +99)
    RCV: 182 (479 w/ +99)
    Active: Change Heart & Poison orbs to Wood orbs. Recover 3000 HP. Bind recovery for 3 turns.
    Cooldown: 12 Turns (6 min)
    Awakenings: :awakening1::awakening27::awakening16::awakening12::awakening16::awakening27:
    Leader Skill: Virile Courage
    Effect: Physical & Dragon type cards ATK x3.5, RCV x1.5 when HP is greater than 20%.

    Green Guan Yu was laughed and joked about on the forums as a terrible pull to get from the REM. His typing was God/Physical and his leader skill was 3.5x ATK and 1.5x RCV to Physical monsters while HP was above 50%. Why was he ridiculed? At the time there were very few green Physicals to use so many people didn't use Green Guan Yu (GGY for short) or just used a mish mash of various Physical monsters they had in their box. Another thing that him unpopular was his conditional that he removed his buffs when below 50%. Ye, Physical monsters have the very high HPs, however they also have some of the worst RCV. That means if you take a big hit, it takes many heart orbs and combos to gain that HP back as opposed to a healer team or a Red Sonia team that can heal back tens of thousand of HP with just 3 simple heart orb and some combos. GGY was not used by many and very few green Physical typing monsters were being introduced (as opposed to the more popular healers and devils).

    Because of this, it all made sense when GGY was given a buff: 3.5x ATK and 1.5x RCV for Physical AND Dragon type when HP is 50% or more! This gave GGY much more to work with and the pool of monsters he could dip into increased substantially!

    But GungHo wasn't done there, they were clearly enjoying themselves with GY buffs. Over many buffs, they buffed GGY's active to a shorter cooldown, made it also break poison and then gave it three turn bind clear. Playing around with his leader skill more, they knocked his conditional down to 20%, making it far less of an issue than ever before. They even gave him another bind resist awakenings to make him unbindable, getting rid of that pesky 50% chance. And, to top it all off, they made him a Dragon type! Why? Because he is riding a dragon of course!

    A typical GGY will have a lot of HP due to the naturally high HP of the types he works with. The ATK will be in a medium to high range but the RCV will be pretty low, becoming passable with the leader skill boost but nothing like a Sonia team's RCV. Your goal for this team is not to stall and wait hundreds of turns like a Odin/Ama team, a double Lucifer, double Fruit Dragon team...you're gonna go in and just burst through entire levels as you aren't able to take huge hits.

    2. Pros and Cons
    Pros
    • Can run a hybrid row/TPA team easily
    • High HP without a multiplier
    • A challenge to play therefore very rewarding
    • 20%, while also being a really low threshold and easy to avoid, conveniently means you can heal up with one or two actives no matter what
    • Bind clear
    Cons:
    • Limited number of subs even after buff
    • Most of the better subs are REM-only
    • Very few farmable monsters for his team. Others, like Melon Dragon, can come from present dungeons, but are very infrequent.
    • Not a lot of people use him, although there are dedicated members who can fill that gap
    • Poor RCV so you can't stall forever, like a Sonia team
    • While the conditional is really low, he is still an HP conditional leader
    Although the cons list is pretty long, it can basically be summed up as somewhat REM reliant, poor RCV and conditional leader skill, so no need to be scared of that list. With the 20% buff to GGY's leader skill, the cons rarely come into play.
     
    Last edited: Apr 16, 2016
  2. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    3. GGY Sub Rankings
    This is merely a quick way to see what subs GGY looks for most and how certain subs stack up against one another. Note that making a team from the top tier subs won't guarantee you a great team. Some teams and dungeons require a damage enhancer but there are no great damage enhancers and only a few good ones. Because of this, they are ranked low while still being needed in some scenarios.

    This should only be used to see what you can get to improve your team. The subs here include board changers, orb changers, heartmakers, damage enhancers and utility so, when looking at this, you should think of the role each monster plays. Based on this, you can see what would be an upgrade over that monster.


    Worthy of the Beard
    Nearly perfect
    |

    Highly Desirable
    Great subs, almost necessary
    |

    Good Subs
    |||

    Usable Subs
    ||||

    Screw This Guy

     
    Last edited: Nov 8, 2016
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  3. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    4. Notable Subs

    Only monsters that are counted Good Subs or higher are listed here with a description and information. The remaining subs are listed in Other Sub Options.

    Board Changer
    Dragon/Attacker
    HP: 3038 (4028 w/ +99)
    ATK: 1919 (2414 w/ +99)
    RCV: 274 (571 w/ +99)
    Active: Change all orbs to Wood & Water orbs. Reduces cooldown of other skills by 2 turns.
    Cooldown: 19 Turns (14 min)
    Awakenings: :awakening1::awakening4::awakening4::awakening6::awakening16::awakening16:
    Paradise Jade Dragon Caller, Sonia
    Beach Gonia is a fairly good sub, with a solid set of awakenings and two turn haste on top of a board changer. She has a few flaws though. Most notably, she lacks skill bind resist, making it difficult to fit her into ideal teams. Her cooldown is quite long and you cannot combo with her, making it difficult to use her repeatedly while also being unreliable when you do use her.

    Physical/Attacker
    HP: 4175 (5165 w/ +99)
    ATK: 1804 (2299 w/ +99)
    RCV: 106 (403 w/ +99)
    Active: Change all orbs to Wood, Light & Dark orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 13 Turns (9 min)
    Awakenings: :awakening3::awakening3::awakening4::awakening28::awakening4::awakening16::awakening16::awakening10:
    Awoken Meimei
    Meimei is one of the best board changers we have. Her lack of rows is a problem, but she brings double TPAs and two orb enhances, so she does still contribute to boosting team damage overall. Her biggest selling points are her skill bind resist and her short cooldown board change with haste and the ability to combo with Liu Bei. This makes her a very reliable board changer and a great sub for ideal teams.

    Dragon/Attacker
    HP: 3010 (4000 w/ +99)
    ATK: 2063 (2558 w/ +99)
    RCV: 233 (530 w/ +99)
    Active: Change all orbs to Wood, Light & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (10 min)
    Awakenings: :awakening1::awakening1::awakening4::awakening4::awakening16::awakening10:
    Cutting-Claw Green Dragonbound, Sylvie
    Sylvie is both a great leader pairing and a great sub. She brings double rows and double TPAs, making her awakenings great for both bursts and turn-to-turn damage. Her cooldown is relatively short, has haste and can be combo'd with Liu Bei, giving her the ideal board changer active setup. One huge flaw is her lack of skill bind resist, making her better as a leader pairing as opposed to a sub.

    Dragon
    HP: 2795 (3785 w/ +99)
    ATK: 1767 (2262 w/ +99)
    RCV: 213 (510 w/ +99)
    Active: Change all orbs to Wood, Light & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (10 min)
    Awakenings: :awakening3::awakening3::awakening3::awakening3::awakening3::awakening16:
    cutting-claw green dragonbound, sylvie
    Chibi Sylvie is in basically the same boat as regular Sylvie, so read the above to get a better idea of her position. Her stats are slightly lower but, more importantly, her offensive awakenings are completely different. Instead of two rows and two TPAs, she instead brings a full set of orb enhance. Depending on your team, this trade-off may actually be beneficial to your damage overall. In general, chibi Sylvie and Sylvie are nearly on the same level.

    God/Dragon
    HP: 4075 (5065 w/ +99)
    ATK: 1509 (2004 w/ +99)
    RCV: 250 (547 w/ +99)
    Active: Change all orbs to Wood & Light orbs.
    Cooldown: 19 Turns (12 min)
    Awakenings: :awakening1::awakening1::awakening16::awakening16::awakening16::awakening28::awakening1:
    Guardian Dragon, Avalon Drake
    Avalon Drake has a great set of awakenings for us. Triple rows, triple skill boosts and skill bind resist give him everything that we want from our awakenings. His board changing isn't on too long of a cooldown but it is bicolor, meaning we cannot combo to him so he can be a bit unreliable. Apart from that, he has no other real flaws, so he is still a good sub.

    Dragon/Balanced
    HP: 3938 (4928 w/ +99)
    ATK: 1820 (2315 w/ +99)
    RCV: 425 (722 w/ +99)
    Active: Change all orbs to Wood & Dark orbs.
    Cooldown: 19 Turns (12 min)
    Awakenings: :awakening1::awakening3::awakening23::awakening6::awakening16::awakening16::awakening28::awakening10::awakening1:
    Past Life Jade Dragon Caller, Sonia
    Gonia's actives are a bit spread out, with a useless dark row and a bind clear without unbindability. However, she still has some key awakenings, namely double rows, double skill boosts, an orb enhance and a skill bind resist. This set of awakenings makes her a valuable sub. Her active, while not the most reusable cooldown, is still pretty good though it is bicolor. Like all bicolor boards, none of our ideal orb changers can combo to her and that is one notable flaw. Apart from that, she is a pretty good package.

    Devil/Physical
    HP: 4035 (5025 w/ +99)
    ATK: 1619 (2114 w/ +99)
    RCV: 150 (447 w/ +99)
    Active: 30% damage reduction for 1 turn. Change all orbs to Fire, Wood & Dark orbs.
    Cooldown: 22 Turns (11 min)
    Awakenings: :awakening1::awakening12::awakening16::awakening16::awakening1:
    Loyal Demon Prince, Cauchemar
    Cauchemar is GGY's only decent farmable board changer. He has amazing HP, decent ATK and, while his RCV is lacking, it is made up for by GGY's RCV multiplier. His awakenings are on par with pre-uvo Avalon Drake, which is great for a farmable board changer. He also combos perfectly with ADKZ, with the package having great awakenings together. While he does lack skill bind resist, he is amazing as a farmable board changer and great for people lacking the REM options.


    Orb Changers
    Physical/Attacker
    HP: 4125 (5115 w/ +99)
    ATK: 1845 (2340 w/ +99)
    RCV: 103 (400 w/ +99)
    Active: Change Heart & Dark orbs to Wood orbs. Recover 20% of max HP. Bind recovery for 2 turns.
    Cooldown: 14 Turns (10 min)
    Awakenings: :awakening1::awakening3::awakening26::awakening16::awakening16::awakening27::awakening27::awakening1:
    Awoken Liu Bei
    Awoken Liu Bei is the preferred ultimate for Liu Bei. His awakenings are more focused for the team, having a second row as opposed to triple TPAs. Though TPAs are more useful on a turn-to-turn basis, the rows are necessary for a good burst. He also has more utility, being unbindable and having a bind clear in his active as well. While GGY does bind clear as well, having to rely on him for both that and orb changing is not the safest route. This Liu Bei form also has higher HP and his lower RCV is offset by GGY's RCV multiplier. Overall, less damage than Awoken Liu Bei on most turns but more utility and focus. As a sub, Awoken Liu Bei's greatness really needs no explanation.

    God/Balanced/Dragon
    HP: 3745 (3835 w/ +99)
    ATK: 1644 (2139 w/ +99)
    RCV: 409 (706 w/ +99)
    Active: Change Water orbs to Wood orbs, Fire orbs to Heart orbs. Enhance Heart orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening1::awakening6::awakening16::awakening28::awakening16::awakening28::awakening10::awakening1::awakening10:
    Brave Vanquishing Deity, Perseus
    Perseus is easily the most valuable and desirable sub for GGY. With his double skill bind resist, he makes up for the lack of skill bind resist subs available to us and makes teambuilding far easier. He also has double rows and double skill boosts, giving him one of the best set of awakenings available to us. His active is also great, providing enhanced heart orbs and more wood orbs so you can heal while attacking or so you can chain and have a partially enhanced burst.

    Machine/Dragon
    HP: 3339 (4429 w/ +99)
    ATK: 1246 (1741 w/ +99)
    RCV: 205 (502 w/ +99)
    Active: Change top-most row into Wood orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening27::awakening27::awakening16::awakening1::awakening1::awakening6::awakening16::awakening1:
    Gale CyberDragon, Alnair
    Alnair is actually a pretty good sub though his orb changing may not always give more orbs than other options. On a relatively short cd, you get an instant wood row at the top of the board and haste. Along with that, he is unbindable with a bind clear awakening, has a skill boost and packs two rows, so his awakenings are pretty good overall. Haste is very useful on GGY teams, helping get shorter cd actives like Melon and GGY up faster, making them even more reusable.

    Dragon/God
    HP: 3300 (4290 w/ +99)
    ATK: 1618 (2113 w/ +99)
    RCV: 316 (613 w/ +99)
    Active: Change Light orbs to Wood orbs, Heart orbs to Light orbs.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening1::awakening4::awakening16::awakening28::awakening27::awakening27::awakening4:
    Shinra Dragon God Saiga Another
    Saiga is basically a single orb changer for us, though he is still a good sub. A row, a skill boost, skill bind resist and unbindable make for a pretty good set of awakenings. More importantly though, he targets a rather unique orb, light. There aren't many subs GGY has access to that change light orbs so that provides some great flexibility. He is a heartbreaker too, which may not always be great, but comboing with GGY at least changes those orbs to something useful.

    Dragon/Attacker
    HP: 4130 (5120 w/ +99)
    ATK: 1840 (2335 w/ +99)
    RCV: 281 (578 w/ +99)
    Active: Randomly spawn 3 Wood & Heart orbs from non Wood & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening28::awakening10::awakening16::awakening10::awakening4::awakening4::awakening4::awakening3::awakening3:
    Green Earth Wind Dragon Caller, Kaede
    Kaede is a good sub for GGY but not the best. Her awakenings are not made for a row team, though the triple TPA can come in handy and the double orb enhances are nice. Her biggest selling point is that she has a skill bind resist, which bumps her value up quite a bit. Her active is not the best, but haste and the fact that you can combo with a heartbreaker makes it at least usable.


    Heartmaker MVPelon
    Dragon
    HP: 2218 (3208 w/ +99)
    ATK: 922 (1417 w/ +99)
    RCV: 372 (669 w/ +99)
    Active: Recover 30% of max HP. Change Water orbs to Heart orbs.
    Cooldown: 13 Turns (6 min)
    Awakenings: :awakening2::awakening2::awakening3::awakening16::awakening3::awakening1::awakening3::awakening1::awakening16:
    Green Sky Fruit, Melon Dragon
    Melon Dragon is a pretty solid option for GGY thanks to all those awakenings, though he is still a budget option overall. The double rows, triple orb enhance and double skill boosts helps give you a bit of everything and makes early teams much more powerful. His active is also pretty great, providing hearts on a short cooldown and serving as an emergency heal. He can help setup bursts or serve as a panic button as well. The largest thing holding Melon back is the fact that his stats are pretty pathetic overall, with the exception of his RCV.


    Damage Enhancer
    At this point, you really only have two good options for damage enhancers. The first is Sevenzard and that is if your team is primarily Dragon or Balanced. With subs like Meimei and Awoken Liu Bei not falling in this category, Sevenzard may not cut it for your team. In that case, it is best to inherit a better option that you cannot just sub. Check the inherit section to see the recommended option.

    Dragon/God
    HP: 4326 (5316 w/ +99)
    ATK: 1602 (2097 w/ +99)
    RCV: 179 (476 w/ +99)
    Active: Deal 30000 Wood damage to all enemies. Enhance Wood orbs.
    Cooldown: 20 Turns (5 min)
    Awakenings: :awakening1::awakening16::awakening4::awakening12:
    5 Mechdragon Fusion, God Canopus
    Canopus was once the go-to farmable enhance option but he has lost much of his appeal now. The only reason he is here now is because he is a farmable with great stats, a short cooldown and decent awakenings.

    Dragon/Balanced
    HP: 3804 (4794 w/ +99)
    ATK: 1301 (1796 w/ +99)
    RCV: 301 (598 w/ +99)
    Active: Changes Water to Heal, Light to Mortal Poison. Balanced & Dragon type cards ATK x2 for 1 turn.
    Cooldown: 21 Turns (6 min)
    Awakenings: :awakening1::awakening23::awakening16::awakening16::awakening23::awakening1:
    Rainbow Wing Whirlwind Dragon Emperor of the Long-Ass Names, Sevenzard
    Sevenzard is the only good on-type option GGY has but he comes with a huge catch: Dragon and Balanced only. With top subs like Meimei and Awoken Liu Bei not falling in this category, Sevenzard's appeal is severely dampened. If only one of your subs is off-type for the burst, it shouldn't be a problem. When Sevenzard works for your team, he will be amazing. He sets up the board for a GGY combo while also giving you a 2x multiplier, guaranteeing a huge burst that turn. His awakenings are fairly solid as well, with double rows and double skill boosts.


    Utility
    Physical/Dragon
    HP: 4370 (5360 w/ +99)
    ATK: 1386 (1881 w/ +99)
    RCV: 298 (595 w/ +99)
    Active: 50% damage reduction for 3 turns. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (11 min)
    Awakenings: :awakening3::awakening4::awakening27::awakening27::awakening16::awakening16::awakening4::awakening10:
    Awoken Susano no Mikoto
    Awoken Susano is probably the best shield available to GGY. On an 11 turn cd, he has the same reduction as Asgard but with haste. On top of that, he has pretty good awakenings, double skill boost, double TPA, unbindable and a finger. Overall, a pretty solid utility sub in every aspect.

    Healer/Dragon
    HP: 4305 (5295 w/ +99)
    ATK: 1632 (2127 w/ +99)
    RCV: 610 (907 w/ +99)
    Active: 75% damage reduction for 1 turn. +1 combo count for 1 turn.
    Cooldown: 14 Turns (10 min)
    Awakenings: :awakening3::awakening6::awakening28::awakening10::awakening16::awakening27::awakening27:
    Awoken Kushinadahime
    Short shields may not be the most useful thing for GGY but Kush is still a good sub. When it comes to tanking a preemptive or one large hit, her powerful shield is a good fit. Her stats are pretty well-rounded and she has a nice set of awakenings, particularly the skill bind resist and unbindability.

    Physical
    HP: 5088 (6078 w/ +99)
    ATK: 1007 (1502 w/ +99)
    RCV: 108 (405 w/ +99)
    Active: 50% damage reduction for 3 turns.
    Cooldown: 20 Turns (15 min)
    Awakenings: :awakening27::awakening27::awakening16::awakening3:
    Green Mech General, Viz Asgard
    While Asgard is basically a worse Awoken Susano, he is still pretty good as a farmable shield. He has monstrous HP with decent ATK and poor RCV. He only has a few awakenings but he is unbindable, which is great as a shield, and has a skill boost and wood orb enhance. His shield, though on a long cooldown, is still very good because it is easy to skill and usually only needed once in a dungeon if at all. Because of this, his long cooldown isn't that huge of a problem. So, while he may be an inferior version of Awoken Susano, he gets the job done.

    God/Physical
    HP: 3893 (4883 w/ +99)
    ATK: 1448 (1943 w/ +99)
    RCV: 55 (352 w/ +99)
    Active: Recover 25% of max HP. Increase skyfall chance of Wood & Heart orbs by 10% for 4 turns.
    Cooldown: 18 Turns (8 min)
    Awakenings: :awakening1::awakening16::awakening28:
    Awoken Yamatsumi
    Yamatsumi is an interesting farmable option. His awakenings are great for a farmable sub, though the skill bind resist cannot be utilized well by GGY as of now. His active works as a short cd heal that gets you back in range if necessary while also increasing wood and heart skyfall. Though his percentage increase is smaller than other skyfall buffs, only 10% as opposed to 15%, it is something and does give GGY more fodder too. Overall, a solid sub if you are looking to replace a budget sub.

    God/Dragon
    HP: 3600 (4590 w/ +99)
    ATK: 1100 (1595 w/ +99)
    RCV: 900 (1197 w/ +99)
    Active: Recover 50% of max HP. Full bind recovery. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (10 min)
    Awakenings: :awakening27::awakening27::awakening16::awakening12::awakening12::awakening12::awakening12::awakening12::awakening12:
    Light Lance God, Odin Dragon
    Screw this guy. Odin Dragon is a sorry excuse for an MP dragon and is definitely not worth the 300k MP. While his active is amazing by itself, Odin Dragon is really a bad package. His stats are decent across the board, his RCV is nice though. On a somewhat short cd of 10 turns, you have a 50% heal, full bind recovery and haste. Great utility active but that is basically it. His awakenings are the bare minimum for a utility monster, only really having the unbindable. The autoheal is just excessive, it is cool and all but pretty useless. The single skill boost is nice but still lacking for a 300k MP dragon. Overall, you have a utility active on an unbindable monster with decent stats. His awakenings are neither offensive nor really defensive and that makes him a tough sell to GGY. There are other monsters which can do the heal or the bind recover while doing so much more.
     
    Last edited: Nov 8, 2016
  4. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    5. Other Sub Options
    Board Changer


    Bowl Dragon is pretty bad because he makes a whole board of green. Early on, if you enhance the board after changing it, you could get some kills. You should replace him ASAP because he is really bad overall, but usable if you need a board changer.

    Orb Changer

    Zhang Fei has a delay but his awakenings are pretty bad and his stats aren't anything amazing. His delay could be useful but that is his only use. Earth Dragon Knight is covers the same role as GGY and is far outclassed by him. For a mediocre sub, ADKZ is pretty good. Triple orb enhance and double TPAs make for a solid set of offensive awakenings. His stats are not too shabby and, most notably, he combos with Cauchemar. Overall, he is pretty usable early game.

    Heartmaker

    Parvati and Fortoy are both inferior to Melon Dragon and aren't worth running usually. They aren't amazing awakenings sticks like Melon, with Fortoy having no useful awakenings and Parvati only having a single row and a wood orb enhance. Neither of them have the heal either, making their active much less useful because they only make hearts. For end-game stuff, neither of these are too great on end-game teams and shouldn't be used over Melon.

    Damage Enhancer

    Too weak or too long.

    Utility

    Ishtar reduces defense to 0 and deals a 20x attack with drain. Not much general usage but can weaken or get kills early on. GrimCrystal and Balboa are both inferior shields for GGY, being too short. DIza is better but weaker and off-color. Asgard outclasses all three of them and is farmable. Balboa could be used for skill bind resist but that is about all he has going for him. Wee Jas is outclassed as far as bind clear goes by GGY himself. The delay could be useful but the package sucks. Tamazo X Awodin Odin has nice stats and a lot of orb enhance but his active is repetitive and his awakenings are lacking apart from the orb enhance.
     
    Last edited: Nov 8, 2016
  5. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    7. Orb Enhance vs Elemental Enhance

    Calculations team: + vs

    Calculations done using Arkaether's PAD Calculator. (Ignore numbers though, strictly for comparative purposes)

    [​IMG]

    Board arrangements:27/326/425/524/623/722/821/920/1019/1118/1217/1316/1415/15
    Based off of the numbers alone, Canopus seems like a much better option than Fafnir. For all boards that are at least half wood, Canopus outdamages Fafnir and the more wood orbs, the larger the gap. This can be attributed to the fact that Fafnir provides a flat 1.3x while each enhanced wood orb is an extra 0.06x along with the orb enhance awakenings multiplier.

    However, there are a few things to keep in mind. First is that Fafnir brings two rows to the team while Canopus only has one. This will increase the damage for rows in situations outside of the final burst, situations where you won't be enhancing the orbs. On top of that, Fafnir can be used much more often thanks to its notably lower cooldown. Fafnir also provides multiple turns of burst, which can come in handy in situations where you don't want to drop too many actives to make wood orbs.

    In general, Canopus is the better option for single bursts. Fafnir will be better for when you need multiple turns of burst or multiple bursts in the same dungeon. However, situations where you need this burst are not all too common but it doesn't hurt to invest in both, especially since both of their skill up materials are available in Canopus Mechdragon technical dungeon.
     
    Last edited: Apr 16, 2016
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  6. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    8. Team Skeletons

    Beginner Teams
    So you rolled a GGY early in the game, what teams can you use until you get more options as you progress? Below are some sample teams, they will vary between players but they do give you a good idea for what to use.



    This beginner team involves monsters that all beginning players will likely have in their box. You have Wind Chaser that gives you a board of dark, light and wood, great for bursting those early bosses. Bubblie and Brachys serve as the damage enhancer for mini-bosses and the final boss while Wood Golem provides damage reduction. Its not the best but can carry you while you wait for new subs.



    This team is almost like the above team except Bubblie is taken out and Ancient Dragon Knight is added in. Most beginners should eventually get their hands on one, he is very useful and helps get rid of pesky fire orbs, turning them into very useful wood orbs. ADK will also be a very useful sub in the long term while you wait for a better orb changer. This team should also get you far in the beginning.



    Amitaka does not benefit from GGY’s damage multiplier but many beginning players can easily get their hands on him as he is found in the Takaoka Collab, which has no light or dark, meaning that skyfalls can help you throughout the dungeon. His orb changing can be used after Wind Chaser and before GGY, giving you a bicolor board. This can get you very far as well, though more of your team loses out on GGY's multiplier.

    Some general tips:
    • Keep leveing your monsters.
    • Don’t worry about trying the hardest dungeons at low levels, keep playing some levels over and over to rank up. Higher rank means more stamina as well as team costs, both things that you'll want in the long run.
    • Don’t ever sell or get rid of plus eggs!!! They are important!!!

    Intermediate Teams
    As you get more rank and either pull more monsters or farm them, your team will change. You won’t need Wind Chaser or Amitaka anymore because you have more options. Hopefully at this time you will be max leveling your monsters, evolving some others and maybe even skilling some of them up. Here are some monsters you should be aiming for if you want to take another step in your game:



    Your team, depending on how successful you’ve been with the REM and descends, should be something like this:



    Your team is more uniform and you're using more on type monsters along with orb changers and enhancers. Changes to this team depend, once again, on how your REM luck has been.

    Tips:
    • Continue to certain dungeons, especially Oceans of Heaven, to get lots of experience, coins and plus eggs. Still focus on rank ups!
    • Start putting plus eggs on your leaders/useful subs.
    • Start to max skill your monsters if possible, be sure to farm fodder when they come if it is possible for your team.


    Later Game/Descend Ready Teams
    Ok, so now you understand how the game works now and you’ve been beating lots of dungeons and rolling great stuff from the REM. Now you are ready to take GGY to the next level taking on end-game content.

    The general set up you should be aiming for is:
    • Primary burst - Wood heavy bicolor or tricolor board
    • Secondary burst - Smaller burst for low HP boss
    • Enhancer if needed - Depends on the damage output you need, often based on the boss

    Primary Burst

    This is a combo. She combos with herself. She is that good. Seriously though, both forms of Sylvie are great because they don't need you to carry an additional sub to combo with her, you just use one of your leaders to give you a bicolor board. Not much to add here, both have amazing awakenings, either giving you the double row and double TPA or a full set of OE, making them a great addition to basically any GGY team.


    Sevenzard also doesn't require you to carry an additional sub for the combo, he just combos with your leader. This combo gives you a 2/3 wood board as well as a 2x for Dragon and Balanced, making for a pretty strong board. His awakenings are also pretty solid as is his cooldown, making him easily reusable.


    One of the best burst combos, this combination is really well rounded. You have haste on Meimei for the rest of the team and you have bind resists and bind clear on Liu Bei. The haste on Meimei also makes it so that you can have the combo up again in 9 turns while also getting other skills up faster if needed. Between this combo and your leaders, you have 7 skill boosts, getting many of your shorter cooldowns up while only needing two more skill boosts to have this burst full turn.


    Awoken Liu Bei Liu Bei and Melon is an amazing combo because Melon is in it. Apart from that, Melon's low cooldown makes him very reusable, allowing you to use him for a heal or a combo with GGY while still being able to get him back up in time to burst. This combo is inferior to the others in the sense that you are taking your current board and making it tricolor but it still is sufficient most of the time. As long as your board isn't flooded with light and fire orbs, you should easily have at least two rows worth of wood orbs.


    The completely farmable combo that is actually quite solid. Cauchemar and ADKZ together have some solid stats and bring two rows and three orb enhance awakenings to the table. While they may not have the goodies other options have, like haste, secondary effects, etc., this is amazing as a farmable option and it would actually be unfair to call it budget. While it is basically the budget option, it is far better than the average budget option and won't really handicap your team.

    Secondary Burst

    While all of these are great subs, they don't make for the best burst. The bicolor board is nice but not reliable enough for large bursts, like boss bursts. However, outside of cases of exceptional board troll, they can be good for smaller bursts without requiring any combos.


    Liu Bei makes for a good standalone burst thanks to his double orb change. As long as your board isn't very low on wood, dark and heal orbs already, you should be able to generate enough orbs for a good burst. If Liu Bei is part of your main burst as well, make sure you can stall enough turns between the secondary burst and main burst for you to have him back up in time. If you cannot, it would be best to find an alternative for one of the two bursts.


    GGY and Melon is a great burst because it is reusable and fairly easy to obtain Melon. With both GGY and Melon sitting on a 6 turn cooldown, you are guaranteed to have them up first turn with only the skill boosts from your leaders and Melon. Every six turns you'll have this burst up again, making it the most reusable of the secondary burst options. The 6k heal that accompanies this also makes it good for healing up from a preemptive while also bursting.

    Example Teams
    Gonia is used as the bicolor board changer in all these composition though she is interchangeable with Avalon. UUU Liu Bei can replace Awoken Liu Beu, but you lose some utility and a row. Sylvie and chibi Sylvie are interchangeable as well, just a matter of preference when it comes to which offensive awakenings you want.


    With this team, you have Sylvie+GGY and Meimei+Liu Bei as possible burst, with either one working as your main burst. Two haste subs also means you can get the other bursts up sooner, helping out with reusability.


    This team only has one sub different than the previous build but the roles of each monster changed. Meimei+Liu Bei now because your only full burst so you have to make sure you don't use that right before the boss otherwise you won't have a reliable burst. Gonia, just like Beach Gonia and Avalon, cannot reliably give you a board that will be heavy enough to take out high HP bosses. She can, however, be used for a smaller burst so you should make sure that you don't use her before a small burst is needed.


    A more budget team, this lineup still has all the pieces necessary to have a good team. You actually have two small bursts, with Melon+GGY and Gonia both qualifying, while your large burst is Melon+Liu Bei. Melon is on a very short cooldown so you can often use him without worrying about not having him up in time but it is still a good idea to be careful with just popping him.


    While this is the real budget team, it is actually not too shabby and can probably get you through most of the Mythicals and probably some rushes as well. Melon+GGY is your secondary burst while Cauch+ADKZ is your full burst, giving you a wood heavy bicolor board as well as a 30% shield that might come in handy somewhere. This setup gets you 6 rows and a full set of orb enhance awakenings, almost on par with many of the better builds in this regards.

    Who's that Pokemon?

    The last slot in all the example teams has been empty and the reason for that is because it is flexible. For teams that don't have a lot of investment or dungeons that have a high HP boss you cannot OHKO but need to, an enhancer will be necessary. However, for some dungeons and for more invested teams, you can often OHKO a boss without an enhancer. With GGY's threshold now being 20%, you can also stall and chip on some bosses, lowering the need to OHKO. In the cases that you don't need an enhancer, what fills the slot is personal preference. In the end, this slot is either whatever you need for a dungeon or personal preference if you don't need anything else.
     
    Last edited: Nov 3, 2016
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  7. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    10. Potential Friend Leaders

    Dragon/Attacker
    HP: 3010 (4000 w/ +99)
    ATK: 2063 (2558 w/ +99)
    RCV: 233 (530 w/ +99)
    Active: Change all orbs to Wood, Light & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (10 min)
    Awakenings: :awakening1::awakening1::awakening4::awakening4::awakening16::awakening10:
    Dragon
    HP: 2795 (3785 w/ +99)
    ATK: 1767 (2262 w/ +99)
    RCV: 213 (510 w/ +99)
    Active: Change all orbs to Wood, Light & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (10 min)
    Awakenings: :awakening3::awakening3::awakening3::awakening3::awakening3::awakening16:
    Leader Skill: Wood attribute cards HP x2, ATK x2.5. Wood attribute cards ATK x1.5 on the turn a skill is used.

    Sylvie is the optimal leader pairing for most content. While you lose out on some RCV and one bind clear active, your already high HP gets doubled, putting you near 60k for hypermax teams. This gives you a very tanky setup, allowing you to stall better, take more and larger hits, and make it harder for you to fall under your threshold. With percentage-based heals like Liu Bei, you don't have to worry about getting above your threshold if you get hit by gravity. Your flat ATK multiplier is lower than dual GGY but on turns where you use an active, like burst turns, you get a slightly higher multiplier.

    Physical/Attacker
    HP: 4125 (5115 w/ +99)
    ATK: 1845 (2340 w/ +99)
    RCV: 103 (400 w/ +99)
    Active: Change Heart & Dark orbs to Wood orbs. Recover 20% of max HP. Bind recovery for 2 turns.
    Cooldown: 14 Turns (10 min)
    Awakenings: :awakening1::awakening3::awakening26::awakening16::awakening16::awakening27::awakening27::awakening1:
    Leader Skill: ATK x2.5 when simultaneously clearing 6 connected Wood orbs. ATK x0.5 for each additional orb, up to ATK x4 at 9 connected orb. Wood attribute cards ATK x2, RCV x2 on the turn a skill is used.

    Awoken Liu Bei is a direct upgrade to GGY in many ways. The main downside to ALB over GGY is that he has no flat multiplier, it all depends on rows and actives. However, when you do make a row and/or use an active, your multiplier can go from 2x to 8x, which is a significant bump to GGY's damage. The active-based RCV may not be the most useful thing for us but it makes emergency healing easier.

    Dragon/Balanced
    HP: 3938 (4928 w/ +99)
    ATK: 1820 (2315 w/ +99)
    RCV: 425 (722 w/ +99)
    Active: Change all orbs to Wood & Dark orbs.
    Cooldown: 19 Turns (12 min)
    Awakenings: :awakening1::awakening3::awakening23::awakening6::awakening16::awakening16::awakening28::awakening10::awakening1:
    Leader Skill: Balanced & Dragon type cards ATK x2.5, RCV x2.5. ATK x1.5 when simultaneously clearing 4 connected Wood orbs.

    At the cost of Physical non-Dragons, like Meimei and Awoken Liu Bei, Gonia gets you more RCV and a slightly higher multiplier when you make rows. Since those two subs might be key subs, Gonia may not be the best for general usage. One notable advantage to using Gonia over GGY is that you get a skill bind resist. If this is necessary for some dungeon, it may be worthwhile to modify your team so you can pair with Gonia.

    Dragon/Attacker
    HP: 4130 (5120 w/ +99)
    ATK: 1840 (2335 w/ +99)
    RCV: 281 (578 w/ +99)
    Active: Randomly spawn 3 Wood & Heart orbs from non Wood & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening28::awakening10::awakening16::awakening10::awakening4::awakening4::awakening4::awakening3::awakening3:
    Leader Skill: All attribute cards ATK x3.5 when reaching 2 set of Wood combos. ATK x0.5 for each additional combo, up to ATK x4 when reaching 3 combos. ATK x2, reduce damage taken by 50% after matching Heal orbs in a cross formation.

    Kaede is a usable pairing, giving you potentially more ATK as well as some tankiness. Her ATK multiplier scales all the way up to 8x with 3 wood combos and a heart cross, bumping up your damage significantly while also reducing damage by half. One stumbling point with this pairing is that many of GGY's subs break hearts, like GGY himself and Liu Bei. However, this pairing is definitely viable.
     
    Last edited: Nov 3, 2016
  8. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    11. Friend Directory
    Name
    ID Number
    Other Information
    mkman
    392 908 336​
    - Hypermax
    canpan14
    319 278 239 - Hypermax
    Hioleph
    368 423 323​
    - Hypermax
    Pookie
    388 313 339​
    - Hypermax
    Murena429GT
    388 730 350​
    - Hypermax
    Tagless
    397 135 386​
    - Hypermax
    Jon
    337 252 257​
    - Hypermax
    Macaquinho
    315 490 294​
    - Hypermax
    el rayo
    302 779 226​
    - Hypermax
    Derpinator
    374 010 307​
    - Hypermax
    Hvylia
    361 803 324​
    - Hypermax
    Saroth@PG
    305 775 229 - Hypermax
    yeyeme@mit
    310 270 250​
    - Hypermax
    thisisnoteverett
    363 355 269​
    - Hypermax
    CORINTH
    398 036 316 - Hypermax
    dms1485@pf
    315 629 366​
    - Hypermax
    King Spin
    334 866 333 - Hypermax with HP latents
    Tyr
    326 5510 343​
    - +217, Slev 5
    Nick
    362 116 336​
    ---​
    CN Asian
    329 508 373​
    ---​
    Strife
    318 738 352​
    - Max skilled
    rypht
    333 095 250​
    - Max skilled
    jason@pg
    310 579 258​
    ---​
    stampede
    365 058 254​
    - Max skilled
    EVAFAN
    379 508 303​
    ---​
    Kaibar
    365 237 360​
    - +39 - Max skilled
    fizzle12
    395 159 327​
    - +117
    Criags
    381 711 340​
    ---​
    Hocuspocus
    318 694 297​
    - Max skilled
    supebeans
    301 887 279​
    - Max skilled
    Semper
    389 505 330 - Max skilled
    /r/RevSin
    349 287 252
    ---​
    Serg
    337 850 202 - Max skilled
    Jesterja
    354 496 227 - +151 - Slev 3
    Allen /r
    301 079 304 - Max skilled
     
    Last edited: Apr 16, 2016
  9. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    12. Dungeon Clears

    12.1. Daily Dungeons

    Keeper of the Gold (Mythical)

    General Notes

    RGB Keepers: The preemptives are small and easy to heal up from with one heart combo. While you don't need to heal up every turn, it is best to do so anyway. They all have low HP, only 600k, so even the Red Keeper should be easy to kill.

    Light and Dark Keeper: Heal up completely the stage before. As long as you have above 21k HP, you should stay above 20% HP. Make sure to heal up before going into Dark Keeper. You can use heartmaker+GGY or a double orb changer if necessary as long as you preserve two burst options.

    Rainbow Keeper: With no preemptive and an extra turn, you do have an easier time focusing on dealing damage because he does have nearly two times the HP of the RGB Keepers although less than the light and dark keeper. It shouldn't be too hard to take him down without having to heal so actives shouldn't be necessary.

    Gold Keeper: Any remaining actives can be used here. However, it is better to soften him up before dropping your bursts just so that you don't get stuck in the red zone with too much HP.

    Victory Videos

    0-stone clear using Avalon/Avalon/Liu Bei/Fafnir x GGY.

    https://www.youtube.com/watch?v=8KJoz7leox8
    0-stone clear using Liu Bei/Parvati/Liu Bei/Fafnir x GGY.

    Victories with Notes
    0-stone clear by mkman using Avalon/Avalon/Melon/Bahn x GGY.
    0-stone clear by Derpinator using Canopus/Gonia/Melon/Liu Bei x GGY.
    0-stone clear by Macaquinho using Parvati/Gonia/Canopus/Melon x GGY.

    Room of the Sacred Mask (Mythical)

    General Notes

    Though you can try to bring a skill bind resist team for this, most teams can do this with just pings. Having a double or triple TPA sub makes this much easier.

    F1: Masks only have 27k defense, so it is easy to clear this floor without actives.

    F2: Masks have much higher defense that you likely won't break but you have 8 turns to deal 18 pings, an easy task.

    F3: Masks only have 120k defense so you can break that or spend 6 turns dealing 19 pings, another easy task.

    F4: There are two red masks with 27k defense and one other mask with 200k. You can easily break the red mask and then just take the 5-11k hits while you ping the other.

    F5: There is a 50% gravity preemptive then 9k hits every turn, so it is easy to heal and stay above 20%. Ping down the green mask first then, when it is almost dead, stop pinging it and save up two wood TPAs. Once you have two, target the blue mask and make the TPAs. If you kill one before the other, you have one turn before the remaining mask kills you.

    Victories with Notes
    0-stone clear by Dantes using Ra/Indra/Chester/Michael x GGY.
    0-stone clear by mkman using Liu Bei/PAD Bear/Chester/Ra x GGY.

    Cave of Dreaming (Mythical)

    General Notes


    F1: A simple mass attack can kill all the Dragon Seeds, which should be the first priority entering the dungeon. After that, you should have two turns in which you can kill the Dragon Fruit.

    F2: Another mass attack should work against the Dragon Flowers, a row would be safer though.

    F3: Killing the Dragon Fruit and Dragon Flower first turn is really important otherwise the Tama will start binding and a bad bind can cost you. Dropping an active here is safe because you can stall back for it if necessary. Stall on the Tama for necessary skills and then kill when you are ready and once the binds are cleared. Setting up the board is advisable if you don't have a full board changer or a double orb changer that can make multiple rows.

    F4: Killing the Green Dragon Fruit is the highest priority here because only it can OHKO you. Once you deal damage to it once, you'll have one free turn before it kills you, so it is advised that both of those turns be used for your burst, making multiple rows. The Blue Dragon Fruit has the lowest HP and takes double damage from wood attacks so it'll die easily but the Red Dragon Fruit will be more difficult.

    Victory Videos

    0-stone clear using Gonia/Liu Bei/Fafnir/Canopus x GGY.


    0-stone clear using Gonia/Cell/Avalon/Melon x GGY.


    0-stone clear using Gonia/GED/Canopus/Melon x GGY.

    Victories with Notes
    0-stone clears by meteor using Parvati/Gonia/Canopus/ADKZ x GGY and Canopus/Gonia/Shogun/ADKZ x GGY.
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon x GGY.
    0-stone clear by mkman using Avalon/Avalon/Melon/Bahn x GGY.


    Sky Prison (Mythical)

    General Notes

    F1: Mass attack to kill all of them, don't risk a bind. If there are not enough orbs for a mass attack, use GGY's active.

    F2: This stage is dependent on your team. You could repeatedly mass attack them with wood and sub attribute damage, 3 turns of wood mass attacks will leave them all with 1 HP with main attribute damage alone. If you brought delay, you could drop it here if needed. Poison or a defense bypassing attack can be used on the last turn if needed as well.

    F3: Target the Dubmythlits and ping them down quickly because, although they are on a long timer, the binds from Baby Tama can mess you up badly. Move on when binds are cleared.

    F4: Unleash everything. If you have delay, you can use it again as safety. However, with GGY changing poison orbs too, it shouldn't be too hard, just make sure to get rid of the Devilit before its second attack.

    Victory Videos
    https://www.youtube.com/watch?v=nk2lwas3POc
    0-stone clear using Michael/Perseus/Melon/Sasuke x GGY.

    Victories with Notes
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon x GGY.
    0-stone clear by Macaquinho using Melon/Melon/Snowtail/Echidna x GGY.
    0-stone clear by mkman using Avalon/Avalon/Melon/Echidna x GGY.
     
    Last edited: Apr 16, 2016
  10. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    12. Dungeon Clears (continued)

    12.2. Normal Dungeons

    King of the Gods

    General Notes

    The basic gameplan for farming KoG with GGY is having one burst for F9 and then a delay+enhance for Zeus. If you do not have a ForestBahn, you can run Canopus+Draggie to prepare for Zeus. This puts you in a tight spot as far as orb changers go, requiring you to store up wood orbs for F8 and preserve your heart orbs for F9. Running the likes of Liu Bei allows you to play it safe on Zeus, which means that you cannot use it on F9. Higher plussed teams can run a regular enhancer instead of Draggie or ForestBahn but it depends on your damage output.

    F1-F7: Charge up skills, possible store up a row of green orbs plus a few as you approach F8 if your team doesn't have two full board changers.

    F8: Can be burst down with a row plus combos. If your skills are not ready, tank hits but make sure to heal back up every turn.

    F9: Use your actives as needed, preserving the delay+enhance and at least one board changer for Zeus. If you have two board changers, you can drop one here and use your single orb changers or double orb changers to clean up Zeus if needed.

    F10: Use one burst with delay+enhance. If he lives, drop everything else for the kill.

    Victories with Notes
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Draggie x GGY.
    0-stone clear by mkman using Avalon/Avalon/Liu Bei or Melon/Bahn x GGY.


    Divine Queen of Darkness

    General Notes

    F1-F4: Easy stalling stages where nobody hits hard so stall as needed.

    Venus: Venus doesn't hit hard so heal as needed and chip her down. This stage can also be used for stalling.

    Minerva: She hits hard but on a three turn timer and not hard enough to put you under 20%. She doesn't have much HP but you would have to do 1 mil damage to make up for the type disadvantage. You can stall here if needed, just make sure to heal after the hits.

    Ceres: She hits every other turn for only 10k, which shouldn't be too hard to heal back. You can stall here if needed, just make sure to heal up every other turn.

    Neptune: One of the first high defense monsters you'll see on your path to running descends, Neptune's defense isn't as high as later monsters but it is still notable. One huge advantage GGY teams have here is type advantage, so a burst doesn't need to be used to overcome his defense, just a good attack with combos or a row.

    Hades: Your first dose of Hades, his HP is actually quite low which makes sense for a once entry-level descend. With just 100k more HP than Minerva and Ceres, he should be an easy kill in 6 turns.

    Hera: She hits hard on a one turn timer but not hard enough to put you under 20%. However, to avoid being trolled by heart orbs, you should drop your burst immediately.


    Two Heroes

    General Notes

    Devils: Though they do not hit hard, they do hit every turn and there are 5 of them so it is best just to kill them immediately.

    Masks: Your stalling stage. They do hit hard but, on 5 turn timers, it should be easy to stall on them. Kill all but one or two, focusing on the synced ones first, and then stall until your skills are up.

    Knights: Hitting every other turn, the knights can be stalled on if you didn't complete your stalling last stage, just leave one or two and stall on them as long as needed.

    Vampires: They do it harder but not too hard, unless they are synced. If you still haven't gotten your skills up, you can stall more here, just get rid of any synced ones otherwise you may not be able to keep up with the healing.

    Heroes: Highlander hits every turn for about 5k while Berserker hits every 3 turns for 14k. Focus on killing Berserker first because Highlander shouldn't be a threat as long as you heal every turn.


    Legendary Seaway

    General Notes

    The key to beating this dungeon is having TPAs, preferablly double and triple TPA monsters, and enough skill boosts to not need to stall. Kagu and Liu Bei stand out here with their ability to break King Jewel Dragon defenses. Kagu is also key in that it lowers defense by 75%, allowing you to take out Rodin Tama easily. Delay comes in handy for the boss stage due to the type disadvantage against Wangren so it should be included even if it is off-type in the case of Echidna. A heartmaker is also preferred for comboing with GGY, with the shorter cooldown heartmakers being highly preferred.

    F1-F5: Blast through these stages but keep an eye on your stalling needs to make sure Kagu and Echidna are up when needed. Use your heartmaker+GGY as needed.

    F6: Break defense and then target Rodin Tama with as many TPAs as you can make. If a Dublit survives, it can be used for stalling if you find it necessary.

    F7: Depending on your HP and healing actives, you can tank some Wangren hits before using delay. Unleash all your actives to take both bosses out before delay ends.

    Victories with Notes
    0-stone clear by Macaquinho using Kagu/Echidna/Melon/ADKZ x GGY.
    0-stone clear by Dantes using Liu Bei/Kagu/Parvati/Echidna x GGY.
    0-stone clear by mkman using Avalon/Avalon/Liu Bei/Ra x GGY.

    Legendary Earth

    General Notes

    The key to this dungeon is blasting through it with bursts every turn. All the defenses are high so you either have to make rows every turn or TPAs depending on your team. Having skill boosts and max skilled monsters is very important so that your orb changers are up in the beginning and your final burst is ready by the time you reach the last stage.

    Victory Videos

    0-stone clear using Avalon/Avalon/Perseus/GGY x GGY.


    0-stone clear using Parvati/Bikkuriman Heracles/Zhang Fei/Bubblie x GGY.

    Victories with Notes
    0-stone clear by mkman using Izanagi/Avalon/Liu Bei/Melon x GGY.
    0-stone clear by Macaquinho using Kagu/Bubblie/Melon/Melon x GGY.
    0-stone clear by Dantes using Liu Bei/Liu Bei/Avalon/Gonia x GGY.
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon x GGY.
     
    Last edited: Apr 16, 2016
  11. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    12. Dungeon Clears (continued)

    12.3. Technical Dungeons

    God-King's Floating Garden

    General Notes

    Chimeras: The Chimeras attack every other turn so it is possible to stall on them if two are not synced. If any are synced, kill them and stall on the remaining one. If they use their multihit attack, you will be in trouble, so it is not advisable to stall on two at a time.

    Masks: Divine Mask hits every turn for 4k while the other two hit every turn for about 10k while having a chance to bind either light or dark. It is best to kill the Divine Mask before the remaining mask attacks. Stall on the light mask for skills and to clear any binds if anything can be targeted.

    Demons: They don't hit hard but they hit every turn and bind a type. Kill the water demon immediately to avoid wood bind and then stall on the other two if needed.

    Evolved Chimeras: These hit too hard to stall on so go for the kill immediately.

    Zeus: He has nearly 4 mil and he hits very hard so it is necessary to kill him immediately. Drop your burst first turn and use it well. A full enhanced board should be able to kill with sufficient row enhances.


    Legendary Mountain Path

    General Notes

    F1-F5: These stages are great for stalling. The flower dragons attack every turn but also make hearts while the jewel dragons hit harder but only every other turn. It'll be easiest to stall on on the jewel dragons because they don't won't get killed easily.

    F6: The Tama binds one random monster for three turns right when you enter. If you bring delay, it'll be easy for you to stall out the bind as long as that monster doesn't get bound. You could also just stall one turn then drop GGY to clear the binds. You can easily ping down both the Tama and the Dubmythlits before getting hit twice, focus on mass attacks. You'll want to heal up before moving on though so that you can survive on Threedia.

    F7: Depending on your team, you have either two or three turns to kill Threedia. Drop your double orb changer or smaller burst first turn. If his 20k attack doesn't put you under 20%, you can heal up while doing a bit more damage and then drop your burst. If it does put you under, just drop your burst second turn.

    Victories with Notes
    0-stone clear by mkman using Avalon/Avalon/Liu Bei/Echidna x GGY.


    Legendary Hills

    General Notes

    F1-F2: Sweep unless you manage to get a flower dragon by itself, then stall.

    F3: Kill the one in the center first because it hits every turn. Stall on the other two, heal up between attacks and ping them down.

    F4: Same as first two floors.

    F5: Tama binds one monster right when you enter the stage. Luckily, he doesn't hit hard so you can heal up between attacks while pinging him and the dubs down. Make sure to heal up before moving on.

    F6: The preemptive is nearly 17k so you'll need a turn to heal here if your HP is low. After that, one shot the Keeper otherwise you'll likely be killed.

    F7: Defoud is difficult because you'll need 6 or more combos to actually deal damage. One option is crossing your fingers and hoping for a good board from Gonia or Avalon. The other option is stalling, clearing orbs so that you have enough light and fire orbs to get 6 combos from heartmaker+Liu Bei. As long as he is above 30%, he won't one shot you or put you below 20%, assuming you heal up every turn. So, push him just below 50% and kill from there.

    Victory Videos


    0-stone clear using Liu Bei/Gonia/Avalon/Fafnir.

    Victories with Notes
    0-stone clear by mkman using Avalon/Avalon/Liu Bei/Bahn x GGY.


    Paradise of the Holy Beasts

    General Notes

    This dungeon will require a very developed team, with multiple large burst options and Fafnir or a similar damage multiplier over an orb enhancer. Having multiple consecutive turns of damage enhancement will be crucial to keep up with what you face here.

    Rainbow Keeper: Chip down regularly. In situations where you haven't dealt enough damage before the Keeper attacks, a GGY active can be used here.

    Meimei: This stage is troublesome with its jammers and large attacks. Your leaders resist the bind, so that allows you to ping her down and heal easily. However, because of her Seven Star at low HP, it may be best just to carry Liu Bei or Meimei to break her defense because it is only 600k.

    Karin: Although you do have type advantage on this stage, it is best not to rush it. Store heart and wood orbs while stalling for your burst options because they will be needed over the next two floors. Right before she attacks, activate GGY and go for the kill, it should be an easy one-shot if you have stored enough orbs.

    Leilan: The type disadvantage is a problem here, especially with only two turns and no damage enhancer available. Drop one of your large bursts here, a board changer like Gonia or Avalon, or a double orb changer. If it doesn't kill, it should at least be enough to allow for clean up the next turn.

    Haku: Drop your second burst here. Haku attacks every turn and for quite a bit but you should be able to OHKO her with your second burst seeing how you have no disadvantage here.

    Mythlit/Mask/Tama: It is crucial to take out the masks and Mythlits ASAP. The masks have relatively low defense so a couple of TPAs should do the job. Stall on Tama to get back your skills and then move on when binds permit.

    Sakuya: Reveal the board first turn and, if possible, try to match a TPA or a row to soften her up. If you only have three or fewer wood orbs on the board, save them instead and clear off-color orbs. On the second turn just drop your smaller burst, saving a reliable large burst as well as a damage enhancer for the next floor.

    Fagan: Burst him down first turn with whatever burst options you have left. If your board changer gives a bad board (less than two rows and a TPA probably), you are in trouble if you don't have a second one. For this reason, it is best to save something reliable like Melon+Liu Bei or Meimei+Liu Bei.

    Victory Videos

    0-stone clear using Avalon/Avalon/Liu Bei/Fafnir x GGY.

    Victories with Notes
    0-stone clear by mkman using Avalon/Avalon/Liu Bei/Bahn x GGY.
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon x GGY.
     
    Last edited: Apr 16, 2016
  12. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    13. Descends

    Goddess Descended (Mythical)

    General Notes

    Devils: It is best to kill them all on the first turn just to avoid any issues with healing, it shouldn't be too hard to pull off.

    Masks: Your main stalling point. You'll want all your board changers up before F4 so you need spend as much time on this stage because stalling after this will be costly. Take out synced masks first and then the Mystic Mask if it spawned. After that, just focus on stalling on one while staying above 20%.

    Golem: If you did not charge up your skills the floor before, you can do so here. Be mindful of your HP and don't put him below 20%. Don't start attacking him until he is back on a two or three turn timer, it'll give you the most number of turns without having to deal with enraged attacks.

    Demons: Don't try and mess with these guys, they are quite nasty with their binds and Evil Slashes. Use one of your large bursts here, whether it be a double orb changer or a full board changer. They don't have a lot of HP but still plenty, so combo well.

    Valk: Don't drop your final burst on the first turn, you may get stuck with Resurrection and Double Slash. On the turn she shields, soften her up with some small combos or one or two rows without many combos, making sure to keep her above 50%. After that, drop your final burst and it should be enough to kill her.

    Minimum/suggested HP: 13947/19999 (Golem's regular attack/Mask's attack x2)

    Victories with Notes
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon x GGY.

    Goddess Descended (Legend)

    General Notes

    See Mythical.
     
    Last edited: Apr 16, 2016
  13. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    Goemon Descended (Mythical)

    General Notes

    Thanks to the type disadvantage and huge first turn shot from Goemon, the best way to go about this dungeon is bringing a delay+enhance. You need to deal just over 7 mil wood damage to take out Goemon and it isn't the easiest thing to do without delay. One way to do this is ForestBahn, that comes built in with both of these. You just need to be sure to have a way of cleaning up Goemon if you don't do enough damage the first turn. The second way to pull this off is enhance+Draggie. Draggie stacked with orb enhance practically guarantees that you will either kill or be in a close enough range that you can clean without another huge burst. In addition to this, you need some way to make multiple rows on Mitsuki to knock her down from above 50% HP. Higher plussed teams can reach 7 mil damage with just a delay, depends on your team.

    Low Ninjas: Take all out first turn, it isn't worth the risk to mess around with binds and you can stall against the Mid Ninjas too.

    Low&Mid Ninjas: Take out the Low Ninjas and stall against the Mid Ninjas. A wood TPA here would work to take out the Low Ninjas and leave Mid Fire Ninjas while possibly killing the other ones, making stalling easier. Take out immediately after Medicine of Strength.

    Mid Ninjas: Same as above, try to leave only one or two Ninjas to stall on. It is best to stall here until your actives are on a 2-3 cooldown. Kill immediately after Medicine of Strength.

    Mitsuki: She has quite a bit of HP with the type disadvantage. Chip her down until about 50%, making sure to heal up every turn so that you don't fall below 20%. As you near the 50% mark, use active(s) to score at least two rows and that should be enough with combos.

    Goemon: Use your delay here and then unleash your burst(s). As long as you can burst him down in two turns, you should be safe. If your team is relying only on an enhancer, make sure to keep a reliable burst, not a bicolor board changer.

    Victories with Notes

    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Dragon x GGY.
    0-stone clear by mkman using Avalon/Avalon/Liu Bei/Bahn x GGY.


    Goemon Descended (Legend)

    General Notes

    See Mythical. Outline is the same but you just need to burst much less HP on Goemon, requiring just over 4 mil wood damage as opposed to 7 mil.

    Victories with Notes
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Draggie x GGY.
     
    Last edited: Feb 3, 2016
  14. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    Hera-Is Descended (Mythical)

    General Notes

    Demons: Best to take them out first turn, either bind is a problem for the team so don't mess with them.

    Skydragons: Nirai Kanai shouldn't be an issue with the type disadvantage and the two turn timer so killing him shouldn't be a problem. Elysion hits every turn so if you are above the suggested HP you shouldn't have a problem stalling as long as you heal every turn. The best plan is to just kill him with an orb changer so you don't risk the <75% attack.

    Helheim: Kill before the attack, he hits too hard on a two turn timer to mess with healing.

    Aldebaran: He hits hard but not enough to put most teams under 20% so, with the type disadvantage and the two turn timer, this shouldn't be a huge issue. Stall as much as needed and then take him out with an orb changer.

    Chaos Dragons: Your final stalling opportunity, you'll get 3 or 4 turns here usually so keep that in mind when stalling on Aldebaran. You can either just chip them down or, if you have another orb changer left apart from your final burst, you can just go straight for the kill. There shouldn't be much of an issue here given the turns and the relatively low HP.

    Hera-Is: Use your final burst, even orb troll from a full board changer should be enough with the type disadvantage and the low HP. Make sure your skills are up before this stage, you cannot let her attack here at all.

    Victory Videos

    0-stone clear using GGY/Parvati/Parvati/Bubblie x GGY.


    0-stone clear using Melon/Avalon/Gonia/ADKZ x GGY.

    Victories with Notes
    0-stone clear by meteor using Gonia/DD Fagan/ADKZ/Parvati x GGY.
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon.
    0-stone clear by Kaibar using Liu Bei/Liu Bei/Avalon/Canopus x GGY.


    Hera-Is Descended (Legend)

    General Notes

    See Mythical.
     
    Last edited: Feb 3, 2016
  15. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    Satan Descended (Mythical)

    General Notes

    Kraken: This stage can be used for stalling if needed. If you choose to stall, take out one first so that you don't risk taking too much damage. With no RCV, you cannot rely on staying under your threshold to take damage and that compounded with your type advantage makes accidental damage a problem. So it is best not to stall here too long because some bad skyfall can KO you.

    Cerberus: With relatively low HP, Cerberus will be an easy kill. You can stall until he is on a two turn timer, any later and you may be cutting it close unless you want to drop actives, which you should avoid early on.

    Lilith: She hits hard and hits every turn so it is best not to mess around here and just go for the OHKO.

    Vampires: This stage is tricky, especially if any are synced or on a 1 turn timer. If two are synced, kill one of them first so as to avoid taking more damage than you can handle. If none are synced, start with the shortest timer first and then work your way up. However, with Resurrection being a real pain the butt, it might be better just to kill them all at once.

    Hades: This should be an easy kill with just 1 mil HP and 6 turns but weaken him up a bit first instead of trying to stuff the kill in at the end. If you have taken a hit, make sure you give yourself enough turns to heal up before the preemptive on Satan.

    Satan: You will have multiple turns to kill Satan so it shouldn't be too much of a problem. After his small preemptive, he puts up a shield and then hits with a small attack. He will use an attack to one shot you every 3 turns, so you just need to kill him before then. The preemptive is small but even if it puts you below 20% because of earlier damage, you can easily heal back up with an active. Drop all your remaining bursts here to avoid the kill shot.

    Victory Videos

    0-stone clear using Bubblie/Amon/Sakuya/DL Batman x GGY.


    0-stone clear using Liu Bei/Meimei/Melon/Gonia x GGY.

    Victories with Notes
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon x GGY.
    0-stone clear by mkman using Avalon/Avalon/Melon/Bahn x GGY.
    0-stone clear by Kaibar using Liu Bei/Liu Bei/Avalon/Canopus x GGY.
     
    Last edited: Feb 27, 2016
  16. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    Zeus-Dios Descended (Mythical)

    General Notes

    Two Heroes: The real threat here is Highlander. He attacks every turn for quite a bit when under 75%. It is best to KO him in immediately although you do have two turns given that he blinds first turn. Berserker can be stalled on with his two turn timer, giving you plenty of time to heal up to full for his next attack. The only problems with this are that he binds fire subs for 10 turns and one shots you under 25%. If you can keep him above this range while still killing Highlander, then that's best otherwise kill both before they hit. You don't want to blow both your GGY actives early on just for the sake of bind clear.

    Griffin: The preemptive is fairly large but it shouldn't be large enough to put you below 20%. Kill him before he attacks because he hits too hard to be safe. If you have enough HP to tank the hit, then this is an easy stalling point though his HP is low and he has a kill show below 30%.

    Angel: A very easy stalling point if you heal every turn or every other turn. Kill when you are ready up move on, preferably when healed up too.

    Hera: She doesn't hit too hard so this is another stalling option you teams with around 23k HP. As long as she is above 60% HP, just heal and stall. Move on with full HP when ready. You can pull this off when she makes jammer orbs instead of attacking.

    Dios: His preemptive is large but you do have one free turn to heal when he uses his shield. His HP is also fairly low so you can KO him in one turn, even with a fully enhanced board.

    Victory Videos

    0-stone clear using Gonia/Avalon/Melon/GED x GGY.


    0-stone clear using Liu Bei/Liu Bei/Beach Gonia/Cao Cao x GGY.

    Victories with Notes
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon x GGY.
    0-stone clear by mkman using Avalon/Avalon/Melon/Bahn x GGY.
    0-stone clear by pad_n00b using GGY/Parvati/Parvati/Bubblie x GGY.
     
    Last edited: Feb 27, 2016
  17. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    Hera-Ur Descended (Mythical)

    General Notes

    Ogres: Take out Blazing Ice Ogre first, its binding move is too troublesome to be messed with and <50% it will one-shot most teams. Being weak to your main type, it'll also be easier to accidentally get it under 50%. Flame Armor Ogre hits for 12k every third turn, making it easy to heal up. Under 50%, it hits for 19k, which is usually survivable for most teams.

    Formula: The preemptive is fairly large so make sure you are healed up going into this floor. Aim to OHKO because it hits too hard to be messed with and is practically fatal under 50%.

    Ifrit: There are two routes to dealing with this. The first is to bring an active that bypasses defense, like Ra or Darkseid. The other is to go for pings. Most teams can survive while Ifrit is above 50% seeing how he only hits for about 11k. Below that, Ifrit starts hitting harder but probably not hard enough to put you under 20%. The real trouble is healing up after each hit so that you don't go under 20% with the next one. If you have a Liu Bei, you could try breaking his defense with TPAs otherwise you could bring damage reduction, like Asgard, and continue pinging and healing.

    Minerva: You will probably have to heal back from the preemptive attack unless you came in fully healed or with a shield. Above 50% she isn't a problem because she only makes 10k hits but below 50% she first binds dark monsters for 10 turns if you have any, then skips a turn before hitting for at most 19k HP. If you aim for the OHKO, you only need about 2 mil damage so that is an option.

    Ur: You either need to kill her outright or put her below 25% for a free turn. If you cannot, she will most likely kill you or deal enough damage to prevent you from healing before she kills you.

    Victory Videos

    0-stone clear using Asgard/Gonia/Liu Bei/Melon x GGY.

    Victories with Notes
    0-stone clear by mkman using Avalon/Avalon/Ra/Melon x GGY.
    0-stone clear by Dantes using Liu Bei/Liu Bei/Avalon/Darkseid x GGY.
    0-stone clear by tevvie using Liu Bei/Parvati/Liu Bei/Fafnir x GGY.


    Hera-Ur Descended (Legend)

    General Notes

    See Mythical.
     
    Last edited: Feb 27, 2016
  18. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    Athena Descended (Mythical)

    General Notes

    Gigas: You have at least three turns to kill him. Although you are at a type disadvantage, he only has 600k HP so it'll be easy to burst down over three turns.

    Cu Chu: Above 50%, he isn't much of a problem. As long as you heal back to full every turn, you should be able to survive. When he is almost at 50%, do not heal and allow him to hit you with the -99% gravity. Use those heal orbs then and just focus on pinging him down while getting up 8524 HP after each gravity.

    Siegfried: He will heal you up so there is no pressure to heal up before moving in here. You can set up the board while not hitting him, stall for skills and/or just go for the kill. Above 50%, you have a type advantage and only need 1 mil damage to kill. He does hit every other turn and skip the first turn after he has been hit so there shouldn't be much issue here.

    Athena: She doesn't hit hard at all so it should be easy to stay above 50% as long as she isn't below 15%. You have one free turn when she puts up a shield then you'll be getting hit every turn, for 7k above 50% and 11k below 50%. When she goes under 15%, she skips a turn so you'll have that free turn to kill if needed.

    Victory Videos

    0-stone clear using Avalon/Avalon/Canopus/Melon x GGY.


    0-stone clear using Gonia/Avalon/Fafnir/Melon x GGY.


    0-stone clear using Melon/Avalon/Canopus/ADKZ x GGY.

    Victories with Notes
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon x GGY.
    0-stone clear by Kaibar using Avalon/Liu Bei/Liu Bei/Canopus x GGY.
    0-stone clear by Tyr using Melon/Liu Bei/ADKZ/Canopus x GGY.
     
    Last edited: Feb 27, 2016
  19. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    Takeminakata Descended (Mythical)

    General Notes

    With no wood orbs in this dungeon, having multiple orb changers is going to be vital. Any team that does not carry at least one more orb changer along with some burst option is going to face trouble getting this clear.

    Ninjas: Kill with subattribute mass attacks.

    Kano: She keeps skipping turns as long as she isn't hit. After the first hit, you have one turn before she hits you with 25k. You can either set up the board for your orb changers while avoiding matches or you can just go for the kill immediately. Regardless, you have one turn to kill her after you hit her and, with 800k HP and no natural wood orbs, you'll have to be fast and effective with the kill.

    Divinegon: He hits with a small preemptive but it should be easy to take seeing how you will probably be at full HP anyway. After that, he hits for 11k and, when below 50%, he will bind 3 cards and hit for either 17k or 9k. It is best to aim to one shot him from above 50%, usually with a larger burst, Melon+GGY for example.

    Light and Dark Demons: Standard setup, blind with small preemptive, kill you after two turns. Reveal the board and focus on killing the light one first to avoid the -99% gravity. After that, you can stall for skills if necessary because you have 6 turns between killing one demon and being hit with a Lone Force attack.

    Take: Below 75%, he uses a buff that will hit for 17k above 50%, 21k below 50% and 85k below 25%. Given that he attacks every other turn, it is possible to take the first two as long as you heal well. However, it is best to just go for the straight KO after he buffs.

    Victory Videos

    0-stone clear using Bodin/Bonia/Hermes/Bodin x GGY.

    Victories with Notes
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon x GGY.
    0-stone clear by mkman using Avalon/Avalon/Melon/Bahn x GGY.
    0-stone clear by Macaquinho using Gonia/Melon/Melon/Canopus x GGY.

    Takeminakata Descended (Legend)

    General Notes

    See Mythical. Outline is still the same, just with lower HP thresholds.

    Victories with Notes
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon x GGY.
     
    Last edited: Feb 27, 2016
  20. Derpinator

    Derpinator The Derpiest

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    RE: [Team Building] Got GGY'd? - A Guide to Green Guan Yu

    Beelzebub Descended (Mythical)

    General Notes

    Cerberus: Each one hits for 20k, which is not something that can be healed back from so it is best to just go for the KO. If an active needs to be dropped, then it can easily be stalled for on the next floor so do not hesitate to use anything you need.

    Tiamat: Alternating between a 10k hit and poison orbs every other turn makes this an easy floor to stall on, healing up every fourth turn if you have over 20k HP. Under 50%, he hits for 15k, which puts most teams under 50% but it is easy to heal up from that. Do not attempt to tank too many of these otherwise you are prone to heart orb troll. With GGY's poison breaking, you could even save up poison orbs for an easy kill.

    Amon/Astaroth: Amon is the easier of the pair but neither are difficult. Amon trys to bind your unbindable leaders and hits for 10k while making jammers. Astaroth alternates between a 75% gravity and a 4750 hit that breaks heart orbs. Below 30%, she hits for 13k. As long as you keep healing, neither option is an issue.

    Belial: Relatively easy floor even though there is a type disadvantage. You are healed back to full and given three turns so manage your damage well.

    Beelzebub: Pretty easy boss, makes poison orbs for you to break, doesn't hit for more than 15k and only has 50% gravities. If you choose to chip instead of burst, save your GGY actives for poison boards.

    Victory Videos

    0-stone clear using Liu Bei/Meimei/Melon/Gonia x GGY.

    Victories with Notes
    0-stone clear by Derpinator using Canopus/Gonia/Liu Bei/Melon x GGY.
    0-stone clear by mkman using Avalon/Avalon/Melon/Bahn x GGY.
    0-stone clear by Kaibar using Liu Bei/Liu Bei/Avalon/Canopus x GGY.
     
    Last edited: Feb 27, 2016

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