[Team Building] Horus: a Compendium of the Flaming Chicken

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  1. Eric@Cal

    Eric@Cal New Member

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    Horus: a Comprehensive Guide

    Contents
    Goals
    Horus
    Advantages/Disadvantages of Horus
    Playstyle
    Leader Pairings
    Typical Team Comps
    Awakenings
    Optional Subs
    Other Relevant Links

    Goals
    The goal of this guide is to provide the most recent information on Horus teams, especially after the new ultimate evolution. Proc19’s guide gives a lot of solid information, but it hasn’t been updated in a long time and the information is not as relevant as it was back then.

    Horus
    Before going into the guide, it’s important to introduce the new(ish) ultimate evolutions of Horus. Team considerations may differ depending on which Horus you prefer.



    FF Horus (994) does not deviate from the original Horus. With high RCV, FF Horus is able to dish out considerable amounts of damage while being able to heal to full easily.

    The defining characteristics of FL Horus (995) are the huge attack, low RCV, and increased damage multiplier. This new Horus is more similar to typical spike teams, as it is less focused on stalling and more focused on doing extreme burst.

    Without considerable amounts of + eggs, it may be smarter to focus on higher recovery subs if you plan on going FL Horus.

    Advantages of Horus
    Consistency: This is the biggest reason Horus excels. Horus is essentially guaranteed to do 16x damage per turn, as the probability of not having 4 match-able colors is very low (somewhere around 4% on a starting board). This makes it so Horus teams cannot get insta-gibbed on high damage, 1-turn first floors (i.e. Beelzebub), where teams such as Kirin/Dark Metatron may struggle.

    Power: With an almost guaranteed 16x per turn and, with the new ultimate evolutions, possibly higher (20.25x-25x), Horus is able to clear every non-restricting descend in the game.

    Ease of use: With a bit of practice, matching Horus eventually becomes mindless. This lets him be a go-to farming team as Horus is easily able to break through Super King armor as well as Neptune in Ocean of Heaven. This lets you invest in one team that can tackle both menial farming as well as descends, meaning less time XP farming for multiple teams.

    Stalling potential: Horus subs have naturally high RCV, allowing you to stall for long periods of time. It is relatively easy to make sure to not proc Horus while still healing (i.e. matching all of 1-2 colors and hearts). This advantage has been diminished with the introduction of FL Horus, but with the naturally high RCV subs it is still a strength.

    Versatility: Horus is able to use subs that cater to its needs based on the dungeon. As long as you have all 5 colors, you can stick in assorted subs depending on the dungeon. Also, Horus is able to pair with almost any combo-based spike leader, letting you further specialize your team for certain dungeons.

    Sub Accessibility: Horus is able to form a mythical endgame team from 100% farmable monsters. This makes him much less reliant on REM subs compared to other spike teams (D.Meta/Sonia/etc). Sub considerations will be discussed in a section below.

    Popularity: A less important strength, but it is important to note that because he is good at both farming and descends, it is extremely easy to find friends that have Horus up a majority of the time. Friends with leaders such as Ra or Kirin often put up farming leaders most of the time, which can be frustrating.

    Disadvantages of Horus
    Power: While he is very strong, Horus is not able to deal as much one turn burst as many other spike leaders. This issue is partially remedied by gravities.

    Active: Horus is known to have an active that has awful synergy with his leader skill. With a Gigas to make fire orbs his active has become marginally better, but it still leaves much to be desired.

    Versatility: On the flip side, Horus basically needs two subs in Echidna and Hera-is for descends. It is somewhat restricting and as such versatility should be considered both a strength and a weakness.

    The Playstyle

    Depending on the difficulty of the dungeon, the playstyle of Horus will be very different. For farming and pre-boss descend floors, simple mindless 4 matching will easily do enough damage to wipe each floor. However, this does not work in harder descends. There is a misconception that Horus simply doesn't do enough damage, and this is true if you take the farming mentality into harder dungeons. On descend floors with high HP, treat Horus almost as you would a combo based lead; you really need to get a high combo count (7+) to do significant damage.

    Potential Leader Pairings
    Before going into team compositions, it’s important to look at the leader pairings Horus can have. Horus is able to match with many different spike leaders to further optimize effectiveness in dungeons.

    : Obviously. This will be your most common pairing. If you run FL Horus and want more RCV, pair with a FF Horus. If you run FF Horus and you want a little more damage, pair with a FL Horus.

    : This is probably the most common alternate pairing after the new evolutions. LL Ra gives you access to 4x by not proccing Ra for stalling and a higher upside (35x) in exchange for a lower average multiplier.

    : Kirin makes a strong pairing for Horus. Although it makes it harder to proc 20x/25x, it gives you access to 4x to snipe individual monsters, as well as giving a much more relevant active. The new Kirin ultimate also gives a bunch of raw utility awakenings, giving you chances to block some dungeon mechanics.

    : Isis is a very good friend leader if you are new or are practicing Horus, with her leader skill she gives you a little bit of leeway even if you didn't get 4 colors. In exchange, you end up with a lower average multiplier. Isis also has nice RCV and a short cooldown bind recover active.

    : I would use Bastet for dungeons where you want to control damage. Her active also essentially gives you 2x damage for floors with 2 monsters (3x for 3, 4x for 4, etc). Most notably is for Twinlits, where 16x overkills the first floor but 10x (exactly 4 matches) leaves 1-2 of the Twinlits up.

    Team Compositions
    I will be addressing team compositions assuming you pick a Horus friend. I'll be using FL Horus as the default, but it is replaceable with FF Horus.

    Heartbreaker Composition

    With 3 heartbreakers to ensure a proc every floor and to ensure killing high armor targets, this team makes farming a breeze. It is also useful for clearing easier descends or descends where stalling for gravities is not an option.

    High HP Boss Descend Composition


    My go to team for descends. The double gravity is meant to ensure boss kills (as stated before, Horus excels in consistency for lower floors but has trouble with boss stages), with the last sub dependant on the dungeon (more in optional subs). Hera is replaceable with other gravities (Hades, another Hera-is). Valkyrie gives extra burst (a surprising amount due to Horus' huge attack value coupled with a light subcolor) and a ton of RCV.

    Desirable Awakenings

    The implementation of awakenings drastically changed the way one looks at monsters, a new factor to consider after looking at stats and active abilities. Horus is much less dependent on awakenings compared to other teams, but the following are good awakenings to consider when selecting subs.

    [​IMG]: Extend Time is probably the best awakening for a combo/color based lead. This awakening ensures that you proc Horus' leader skill and increases your damage by allowing you to hit more combos. Even an extra half second is a very noticeable increase, and makes Horus feel much more comfortable.

    [​IMG]: Skill Boost allows for earlier gravities and Echidnas. Newer descends are getting less and less trash floors/stall points to get your actives up, so getting your skills up earlier is becoming more and more important.

    [​IMG]: With the increase in skill locking mechanics in newer dungeons, Skill Lock Resist has become a strong awakening, allowing you to use actives like Echidna and gravities in places you normally wouldn't be able to. With two Horus, you already resist 40% of skill locks, but I would recommend at least 60% (one more awakening) when going into a dungeon with the skill lock mechanic.

    Optional subs

    : A replacement of gravity, it really depends what you prefer. With additional orb time from awakenings, Yomi lets you make more combos and Change the World gives you pretty huge one turn burst. I would choose Yomi over a second gravity if 1) your second gravity isn't skilled up, 2) you are running a farm dungeon, 3) boss health isn't high enough to warrant a second gravity, and 4) if you simply want more orb time.

    Example team:

    : Also another possible gravity replacement. Izanagi is interesting in that he scales with your monster power; his 2x damage has the potential to be stronger than a second gravity if your monster attack is very high. It is also dependant on the health of the boss, the lower the health the more effective Izanagi would be relative to a second gravity. Izanagi also changes sub considerations; your typical subs such as Valkyrie and Echidna aren't gods so they won't get Izanagi's bonus, Echidna is fairly irreplaceable but Valkyrie should be subbed out for a god.

    Example team:

    : An interesting sub consideration for Horus, Parvati is the ultimate stalling monster. Parvati's active not only removes a color (reducing the chance of accidentally activating Horus), but also gives you additional hearts to stall with. On the flip side, her active is useless during moments when you need extra burst. Her strong stats and green attribute solidify her place as a strong sub.

    Example team:

    : If your gravities aren't skilled up, Orochi is definitely a stronger choice; you can do significantly more damage in 5 turns than a gravity. Orochi also has massive HP, which can help reach certain HP thresholds. The cooldown is just so long though, especially with the game turning towards few floors with high damage it will become harder and harder to stall for his skill.

    Example team:

    : Fills your green slot, and gives you a damage boost large enough to sacrifice a gravity. The downside to his active skill is mitigated because normally Echidna is used in conjunction. Has a very nice HP pool, if you are running FL Horus you will need to make up for the RCV as you are replacing a monster like Valk. Definitely a strong monster to consider.

    Example team:

    : Light Metatron, while not an aggressive sub, gives a lot to Horus teams. Monster binds are usually the bane of spike teams, especially for a rainbow team like Horus; an unlucky binding of two monsters could mean you can't proc your leader skill. Light Metatron removes that risk by being unbindable and removing binds from your entire team. Other benefits include monster RCV (highest in the game, helps make up for FL Horus' low RCV), blue subcolor, and double skill boosts for earlier Echidnas.

    Example team:

    : Kirin can also be used as a sub. A strong active, good stats, and with the new ultimate some really nice utility awakenings, Kirin brings a lot to the table.

    Example team:

    : With monstrous stats and strong awakenings, Odin can easily find a place on a Horus team. His new ultimate evolution gives him 3 additional Auto Recover awakenings, letting you heal for 2000 per turn just from matching. 2 Skill Boosts and an active that can be used for sniping and clutch heals help seal the deal.

    Example team:

    : His active was updated to also give 1.5x attack to gods, making him a strong alternative to Hera-is while giving some additional utility through his strong poison; keep in mind that similar to Izanagi, your sub considerations may change (i.e. replacing Valk with a god). Stat-wise he is one of the best, his awakenings are mostly just situational.

    Example team:

    Heartbreakers:
    :
    Horus loves heartbreakers, they give on demand one turn burst as well as improving consistency. Depending on the dungeon you can bring in a different heartmaker for the optional slot. For general purpose I would bring a Valkyrie, as it gives some decent light burst while covering the green slot. For dungeons like Ocean of Heaven, Cu Chulainn guarantees that you break Neptune’s armor. While I question the creativity of Gungho, the new Valks are really strong additions to FL Horus teams if you need something with high RCV.

    Defensive utility:

    These subs help you live through normally unrecoverable damage. Personally I’m a believer that the best defense is a good offense, but there will be points where damage reduction is necessary due to monster mechanics. As a general rule of thumb, use Kushinada if a boss has a nuke type ability, Susano or Indra if there is sustained damage, and Asgard if you need to hit an HP threshold.

    Relevant Links Pertaining to Horus
    http://puzzleanddragonsforum.com/showthread.php?tid=29812
    Roofuls' guide to pre-descend Horus team building is really well written and has a simple step by step progression series that will help you get the subs you need to get ready to stomp descends.

    http://puzzleanddragonsforum.com/showthread.php?tid=5520
    The Grandfather of Horus, Proc19's original guide to Horus (and Zeus). While there is some older information, there is still a lot of relevant info to glean, and has a lot of in depth math that will make you a Horus whiz.
     
  2. Eric@Cal

    Eric@Cal New Member

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    RE: Horus: a Comprehensive Guide

    Descend Specific Compositions and Strategies

    The purpose of this section is to 1) give some general team compositions that you can use/tweak to take on certain descends whether it be a first time clear or farming for skillups, 2) give a general order of descends that newer players can tackle, and 3) give some of my personal experience that has gotten me through basically every facet of PAD.

    Hero Descended:
    First time:

    Farming:


    By far the easiest descend and the first one you should approach. The key here will be to find a place to stall so you can get your skills up before Vampires. This is most easily done on masks where you can kill all of them except one, and can stall on that. Try to kill the Vampires one by one, starting with the ones that share the same attack timer. On the last floor use Gigas' active to ensure the kill on Cu Chulainn before he attacks, and use Asgard to mitigate Siegfried's damage while you finish him off.

    Hera Descended:
    First Time:

    Farming:


    The only difficult part of this dungeon is doing enough damage to overcome Hera before she kills you. You are able to one shot every floor until Hades, where you can stall until Echidna's active comes up to use on Hera. Cu Chulainn is there to ensure that you break Neptune's armor, but if you are confident that you can break his armor without it you can sub in Asgard to give you a few extra turns on Hera. With Echidna you are given at least 5 turns to deal 2.5 million damage, which may be hard at first but will get much easier when your combo count increases.

    Hera-Is Descended - Legend:
    First Time:

    Farming:


    Hera-Is - Legend should be the next descend to tackle, as it gives you a blue gravity with extremely strong stats. The goal here is to find the right stalling points for gravity, which is not necessary but Hera-Is is water so you will be doing significantly less damage; if you are confident in your damage then you only need to stall for Echidna. The best stall points are floor 1 (kill one demon, stall on the other), floor 2 (keep them above their enrage threshold), floor 4 (hits like a wet noodle, easiest stall point), and floor 5 (given 3-4 free stall turns before you get one shot). On Hera-Is, simply pop Echidna and the rest of your cooldowns and it shouldn't be too difficult.

    Goddess Descended - Legend
    First Time:

    Farming:


    Goddess Descended gives the final piece to the standard non REM setup of Valk/Echidna/Gravity/Gravity. Since gravities are most likely not skilled up at this point, the objective is to stall on one of the lower floors before Valkyrie. The best places to stall are floor 2 (a 16x should leave at least one mask alive, and you can ping down the extras while stalling) and floor 3 (~4k damage per floor, with Horus' RCV this should not be a problem stalling on). Floor 4 should not be a problem as it should take a nice 4 color combo or a simple 5 color to clear it. Double gravities on floor 5 gives you 4 turns to do 1.3m damage, which should be a cakewalk.

    At this point, I would recommend you do one or both of these things: Change Horus from FF to FL (by doing Twinlits or by being lucky from the PAL Machine) and start skilling your gravities (via Hera Descended, which should be a cakewalk at this point). Both of these will give you an easier time when dealing with descends.

    Twinlits Descended:


    Honestly this is probably the most frustrating dungeon in the game, as often it relies on luck over skill so you don't accidentally skyfall and wipe a floor earlier than you are supposed to. It is important to be patient with this dungeon and realize that 0 stoning will not happen consistently due to skyfalls on floor 1. The goal of this dungeon is to stall as long as possible for your skills on floor 1. This is where Bastet comes in; by comboing four colors and 4 matches with Horus/Bastet, you get 10x, which is enough to wipe the floor except for 2 Mythlits. You can either stall for gravities here (easy if skilled up) or just stall for Lilith and Echidna and risk finishing up your stall on floor 3. Once your binds wear off on floor 1, kill the rest of the Mythlits, use Lilith on floor 2 and Echidna on floor 3, focusing one Dub Mythlit while mass attacking the other. You can stall on the floor 3 Baby Tamadra to get Echidna/gravities back up, then on floor 4 use Echidna, gravities, and Bastet (excellent for this dungeon) and clean up.

    Assuming that you now have a FL Horus and (relatively) skilled up gravities, the following dungeons can be done in any order though some may be significantly harder than others. First time clears and Farm teams will be almost identical since you have all the pieces to make an ideal Horus team.

    Hera-Is - Mythical


    The strategy will be essentially the same as Legend, you may want to pair up with a FF Horus for easier stalling. Cu Chu takes the place of Valk as the dungeon is primarily blue. The best stall points for gravities are: floor 1 (after killing one demon), floor 2 (best if Nirai Kanai), floor 4, and floor 5 (3-4 turns). These should give you way more than enough turns to get gravities, and once they are up pop everything on Hera-Is.

    Goddess Descended - Mythical:


    The strategy is extremely similar to Legend, the stall points are the same but hit slightly harder (should not be a problem as your team should be much more developed at this point). The biggest change would be the large buff to the demons on floor 4, they are now able to one shot you if they are both on 1 turn timers and also have a significantly larger amount of health. If you are confident in your orb matching, 800k health should not be too much of a problem and you can bring a heartbreaker over a defensive utility sub. The boss floor has the same plan of delay and double gravity, but with more health to burn down.

    Hera-Ur - Legend & Mythical:
    Legend:

    Mythical:


    For this dungeon Legend is significantly easier than Mythical. On Legend, health and damage are extremely low along with the fact that Echidna can be used on Hera-Ur. You are able to quickly wipe floors 1, 2, and 4 while using Ifrit's high armor and low damage to stall for Echidna (gravities not needed). On Hera-Ur simply use Echidna and Siegfried and you should be able to almost one shot her.

    Mythical is a different story, as Ifrit hits a lot harder and can be very difficult to stall on. Thus Ra as a friend leader will help so you can instantly clear Ifrit. In Mythical the best stall floor is floor 1 after killing one ogre, since damage is reasonably low (since they have low health and have extra damage below 50% health you need to be careful not to proc your leader skills after killing one). I would recommend stalling for gravities as Hera-Ur as she is undelayable and you need to burst her down to <25% before she uses a single ability. On floor 2, if you can't one shot Formula get him to ~60% first and then one shot him as he will enrage and kill you if you get him below 50%. Use Ra on Ifrit and use Echidna on Minerva for easy kills. On Hera-Ur, two gravities will get her to about 1.2m health, leaving you to get her to around 500k health so that she gives you a free turns while she uses 'Released Magical Power' (she does nothing that turn but will one shot you the turn after). The remaining 500k should be easy to clear.
     
  3. Eric@Cal

    Eric@Cal New Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    Descend Specific Compositions and Strategies (continued)

    Satan Descended - Mythical:


    This dungeon is fairly easy for Horus. I would recommend a Kirin friend because 1) 20% gravity, 2) skill boost (I got to Satan right when my max skilled gravities came up), 3) extra light damage, and 4) Kirin's disadvantage is mitigated by the fact that there are no heart orbs so there is a much higher chance of activating your leader skills. Basically the goal is to maximize each turn, trying to kill every monster at their one turn timer in order to get your skills up; the monsters don't have much health so it's easy to do all your damage in one turn. If you have over 14.5k health, you can take a single hit from a single Vampire on floor 4 if you need more turns for skills. Overall a fairly straightforward dungeon, stall until everything is at their 1 turn timer and when you get to Satan use Echinda/gravities and do work.

    Athena Descended - Mythical


    Probably the easiest mythical descend next to Satan, there is very little risk in this dungeon and the boss stage has neither frightening mechanics nor damage. You can stall on Floor 1 for a couple turns and then easily kill him. Floor 2's damage is not high, and with the amount of subcolors this composition has it is possible to ping him down in 3 turns. Each floor heals you to 100% so don't be fazed by his 99% health cut. On floor 3 I would recommend using Cu Chulainn's active immediately to get him out of his water half as quickly as possible, overall you have 4 turns to get rid of 2 million health which is not too bad. Athena herself is pretty underwhelming, above 50% she hits like a wet noodle (7-9k per turn, easily healable) and below 50% she dies extremely fast due to her green attribute.

    Zeus Descended - Mythical:


    A pretty outdated descend, with properly levelled monsters and skilled gravities this descend is not hard for Horus. If running gravities, the hardest part is finding stall points and not accidentally killing those stall points. These points are Floor 1 (don't activate leader skill, you can ping them down until there is one Chimera remaining and stall on that) and Floor 2 (kill the Mystic Mask and one of the other masks and stall on the last). Floor 4 is probably the hardest part of the dungeon, where you need to hope for one or more of the following: 1) a good combo combined with a fire mass attack to one shot both Chimeras, 2) a 2 turn timer on one of the Chimeras, or 3) not getting double-stricken (pad.wikia states it has a 10% chance of occurring but it feels much higher). After gravities on Floor 5 you need to burn 1.9m health in 4 turns, which is easily doable.

    Thief Descended - Legend & Mythical - team crafted with the great puzzle_pal


    The only difference between Legend and Mythical is the amount you will need to stall; on Mythical it is much safer to stall until gravity is up while on Legend you only need to stall for Echidna. The overall strategy is the same. Using a Kirin friend is strong because 1) it makes sure you don't accidentally activate 16x on floor 4 (the main stall point), and 2) 4x is enough to kill the low ninjas but not enough to break the mid ninja armor, creating extra stall points on floors 1-3. Mitsuki hits fairly hard for a stall point, but with Angelion making hearts it is doable. Kill Mitsuki when relevant skills are up, and use Echidna and gravities on Goemon. Angelion + Siegfried will make half your board blue and do an immense amount of damage, leaving you with a small amount of HP to finish in the 3 remaining turns.

    Beelzebub Descended - Mythical:
    With Kirin friend:

    With Ra friend:


    I would recommend a Kirin or Ra friend so you don't accidentally proc your leader skill on Floor 2 (Tiamat), as he is very easy to stall on when he is above 50% health (below 50% is still possible to stall but it is unnecessary damage). 4x is enough to kill Floor 1 Cerberi individually, you'll have to hope for Kirin's orbs if they are both on 1-turn timers. Floor 2 is the stall point, Tiamat's damage is very low and he alternates his attack with poison. Floor 3 is probably the hardest part of the dungeon, where you need to match as many orbs as possible in hopes of getting enough heart skyfalls to heal turn after turn (Ra is good for this stage as he can one shot Astaroth if you happen to face her). Floor 4 is a simple 3 turn burn phase. With Kirin and Hera-is gravities on Floor 5, Beelzebub is still in his water half (56%), letting you use Cu Chulainn to do extra damage. Then pop Valk when he is on his dark half, with 5 turns (4 turns from Echidna + 1 from 'Not going easy anymore!') it is relatively easy to kill him.

    Keeper of Gold:


    NOTE: You need at least 16880 health to run this dungeon due to preemptives (not including potential dark/light resists).
    I recommend a Kirin friend to make sure to not accidentally kill the first 3 keepers before skills skills up. The first 3 floors do relatively low damage and thus are the optimal stall points. Make sure to heal up before floor 4 where the preemptive strikes begin to hit hard. I used Echidna on floor 4 to make sure I healed up before the floor 5 preemptive. The Boss stage itself is fairly easy, with Hera-is and Kirin gravities you have 9 turns to deal about 4 million damage, and the double water pair of Hera-is/Siegfried makes short work of his fire attribute sub 50%.

    Heracles Descended - Legend & Mythical:


    NOTE: you need at least 17112 health to run this dungeon due to preemptives (not including potential fire resists).
    Overall an easy dungeon, the health of the bosses pre-Heracles is really low so there is not much trouble killing things. The main stall point is Floor 4; Archangel's damage is really low but her health is very low as well so be careful of accidentally killing her. Floor 1 gives you 2 turns to stall before you need to kill him. Floor 2 gives you 4 turns to burst him down, due to his green attribute this is extremely easy. Floor 3 should ideally take at most 3 turns, 2 turns to get him below 50% and 1 turn to finish him before he can do anything else. Before you kill Archangel after stalling on floor 4, try to leave 2 sets of heart matches so you can ensure survival of Heracles 99% hit + 10k combo. If you were able to block Heracles' skill lock, you can pop Echidna and gravities immediately and start burning him down. If you dealt with his 99% hit + 10k combo, you are essentially given 6 turns to deal 2.5m damage.

    Trifruit Descended:


    An interesting dungeon for Horus, a clean run requires you to be a little lucky on floor 3. For floor 1 all you need to do is get a fast 4 match, which should be really easy even with the time reduction (-1 second). Floor 2 is an easy clear with a simple 16x, but you want to keep as many fire orbs on the board as possible so you can deal with Floor 3 easier. For Floor 3 you will probably have to get a little lucky with one of the following: 1) Baby Tamadra on 2 turn timer, 2) Baby Tamadra doesn't bind two distinct colors so you can't activate your leader skill, or 3) a fire mass attack to wipe out both the fruit and the plant. Option 3 is usually the easiest if you set up the board from floor 2 reasonably well. You can then stall on the Baby Tamadra for actives to come up. After waiting for binds to come off, kill the Tamadra and pop everything on Floor 5 (including Echidna, keeping the GL plant from waking up is important). Kill priority should go Red Plant > Blue > Green, though I would highly recommend popping Gigas and getting fire mass attacks in. The plant health is pretty low and the red/blue ones are green sub 50% health, making the boss floor a relatively easy kill.

    Zeus-Dios Descended - Mythical:


    This is a HARD dungeon, I would suggest attempting only if everything is max level, you have a significant number of + eggs, and your gravities are significantly skilled up. You are given 10 turns to stall on floor 1 by one shotting Cu Chulainn and leaving Siegfried, this is basically the floor that you want to get all your skills up as Siegfried is fairly easy to stall on. The next two floors are easily one shottable, but try to heal back the Griffin preemptive before you reach Floor 4 (Hera). Floor 4 is probably the most delicate part of the dungeon, the best way to go about this floor is to get her to ~60-70% health (she enrages below 60%), take a 10k hit, then pop Valk to try to get Hera to her 25% threshold so she gives you a free turn. Kill her while healing so you can survive Dios' preemptive. Dios himself is fairly easy if you can get to him, he's green and you're Horus with Echidna and two gravities.

    Hera-Beorc - Legend & Mythical:


    Mythical:
    I brought Cu Chulainn to ensure a kill on Leviathan but Valk is a fine alternate for more damage on Hades/more stalling ability on Beorc. The key in this dungeon is finding enough turns to stall for Echidna so you can use it on Hades. A non-fire 16x is enough to kill one of the Centaurs on Floor 1, giving you 1-2 turns to stall. If you have >17132 health, you can take two hits from Alraune (while doing damage to her) assuming that you have heart orbs on the board. This should give you enough turns to get Echidna up before Hades uses his attack, giving you about 9 turns to deal 4.4m damage (the first 3 floors are the hardest part of the dungeon, and it takes a lot of precision to get Echidna up or really strong matching to kill Hades within 6 turns). You are given 4 turns to kill Leviathan, his water attribute makes this somewhat annoying but with Cu Chulainn's active it is doable. On Hera-Beorc, try to get her as close to 50% as possible while stalling for her light absorb to wear off (10 turns). Her damage is high but low enough that you can stall relatively easily. Remember that you can heal her by matching light orbs to get her back to her 50% threshold, as her damage becomes a lot higher below 50%. When her absorb wears off, Echidnas and gravities finish the job.

    Legend:
    Legend has the almost the same game plan as mythical, but it is obviously much more lenient. You don't need to stall on floors 1-2 to use Echidna on Hades as his health is low enough to kill within 6 turns. Leviathan gives you 5 turns to kill him with significantly less health. The plan for Hera-Beorc is the same, but with a much easier time stalling.
     
  4. Proc19

    Proc19 New Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    Nice to see a new Horus guide! Funny that I mentioned in the past that stalling wasn't a strong point, since experience has shown that to be flat out wrong (as you point out).

    With Echidna's significant ATK bump, is there any reason to consider the other delay options now? Or are most of the options (1-2 turn delays) too short to be worth the tradeoff?

    Also, does Izanagi provide a viable (or better) alternative for any particular descend? Delay and gravity as fixtures is pretty much a given for rainbow procs, but I was curious if any of the new spike subs were comparable benefit nowadays.
     
  5. Eric@Cal

    Eric@Cal New Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    I think you bring up some good points. I definitely need to add more optional subs. Regarding delays, I'm still against Orochi simply because his cooldown is too long. I think there are two possible options, however. I think Melody & Brachy can be used as an additional delay, depending on whether the boss is able to one shot you or whether they put up a shield on the first turn (if not, you can use her active, take a boss hit, then use Echidna). She also covers the green sub slot, which is awesome. The other option is DL Batman, which can also be used as an additional delay (replace a gravity) or replace Echidna completely. However, I think that with FL Horus' RCV nerf and the addition of Echidna's attack buff makes replacing Echidna a lot less attractive. I would thus only stick in additional delays WITH Echidna, not completely replace her (however, with the amount of bosses putting up a shield on the first turn, having additional delays might only work for a few dungeons).

    Regarding Izanagi, I think it is dependant on the HP of the boss. You would definitely have to replace your non Hera-is gravity (as you still need a green sub in the last spot), so you ultimately need to see whether Izanagi's active or gravity does more damage. I think given a nice board and a heartbreaker as your last sub (Valk), Izanagi could definitely end up doing more damage than the second gravity; however this is HIGHLY dependent on the power of your own monsters, as Izanagi scales with your personal monster attack while gravity does not. Definitely worth considering and testing, I will put him in optional subs as well.
     
  6. Pryamon

    Pryamon Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    Nice Guide Bathtub. Title needs some work tho... :dodgy: sorta bland. What about... Kentucky Fried Horus! ;)
     
  7. meteor

    meteor Gigas the Great Admirer

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    RE: [Team Building] Horus: a Comprehensive Guide

    I love pairing U&Y with F/L Horus. It enables me to go full dark when my Yomi was still D/D. I guess you could do the same from Horus side whenever you are against light bosses (although U&Y's active is less useful than Kirin's as it prevents you from activating 25x).

    Sample team:


    Gravity + Vamp + Batman + CTW should be able to oneshot anything. Or you can replace Batman with Echidna also.
     
  8. sandzstormz

    sandzstormz New Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    Finally a place for Horus users to unite for discussion. Good job! Horus is one of my favorite leaders in the game.

    If you're looking for more F/L Horus friend, add me at 300,794,219!

    By the way i am trying out to use blue Valkyrie as blue sub to replace Sieg on my F/L Horus team. It certainly helps to boost up the RCV.
     
  9. LordPFBB

    LordPFBB New Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    F/L Horus lvl80 fully awoken, currently +9 but he is my new priority leader, so he should be max lvl, and have more +'s soon~

    add me - 323,669,207
    (thats my main, the number in my sig is my alt which doesnt run horus)
     
  10. Toasted_Rofls

    Toasted_Rofls Fire-N-Stuff

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    RE: [Team Building] Horus: a Comprehensive Guide

    I often run Horus with my (non-L/L, sadly) Ra. It's extremely flexible, IMO. If you match all 5 colors, you're firing off a either a 24x, 27x, or 30x burst (depending on your Horus's evo level), which is obviously going to hurt, but the real beauty of the combination is how the power steps up. If you only match 4 colors, you still get a powerful 4x times multiplier, good for murdering dangerous baddies without wiping the entire floor, allowing for easier stalling. If you run Horus/Horus you're hitting for 16x minimum or you're just hitting for base damage. That can make stalling tricky in certain circumstances where you need to do a good amount of damage rapidly... but not too much damage.

    Running Horus with Ra does have downsides however. If for some crazy reason you where not running all the colors on your Horus team (seriously, why?), you're going to have to get that last one in to successfully use Ra. Ra's active's main use is killing King Dragons, Mask, and Lits, which it actually does extremely well... but that's pretty much all it does. Then again, among Horus's usual partners in crime, the Egyptian gods, only Bastet really has a leader skill of any serious value for non-niche usage, so that shouldn't be a huge problem. The biggest issue with running Ra with Horus, however, is the fact Ra is a lot harder to activate than Horus, or at least is for me. Whenever I run Horus/Ra, I find I can fire off Horus all the time, but getting Ra to trigger requires a little bit more work and thought. If you're not used to grabbing that last color, it might be tricky at first.

    Overall, it's a combo I'd recommend anything with access to it try. If you find Horus/Horus, Horus/Isis, or Horus/Bastet doesn't hit hard enough for your needs, and you're not one of the three people in the world who can use Horus/Anubis, then try Horus/Ra. I don't have experience with L/L Ra, but he's even more versatile than the normal Ra's, albeit even harder to use, and pairing him up with Horus should also be a good combo.

    Oh, also, I want to add in that Horus is awesome. I wish I had him for farming easier dungeons with. As long as you can keep enough orbs on the board to match 4 different colors, you're set to crank out lots of continuous damage with no downsides other than the matching requirements. Do what you can to get the orbs you need and survive, and Horus should go quite far for you.
     
  11. Seym

    Seym Sparkle, Sparkle, Sunshine!

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    RE: [Team Building] Horus: a Comprehensive Guide

    I think that a hearthbreaker lineup with echidna is strong enough to clear a lot of content now that a lot of subs have a huge atk. I did Zeus and athena without stalling for my D/L Hades for exemple, 4 turns is usually nough to do 4millions dmg imo!
     
  12. awuengls

    awuengls New Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    Agreed! I used to wish I had a Horus because of how reliably and easily you can hit your multiplier, and the versatility of leaders at your disposal - you can run with another Horus, Kirin, or Ra!

    Before I made my L/L Ra, my two leaders were Isis and Ra, and I almost exclusively teamed up with a Horus friend (except in REALLY difficult descends, where I used another Ra friend) - Isis was way too weak with another Isis friend, and Ra was too unreliable against the mobs. Now with L/L Ra, I don't feel the pressure of having a Horus friend always up (I used to always run out of y'all!). But I still think Horus is one of the best leads in the game!
     
  13. wokthephok

    wokthephok New Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    Do you guys think the new AA Metatron can fit in a horus team?

    I've been trying to make a light heavy horus team.
    with what i got, i can do

    +297 F/L horus, D/L yomi, L/G valk, L/B metatron, L izanagi, +297 F/L horus

    the stats will be
    18269 HP 2863 RCV
    4638 Fire damage 444 Water damage 397 Grass damage
    6110! Light damage 2036 Dark damage

    obviously i did not include echidna in this team.
    but i believe this team can burst a couple million with valk/izanagi being up at turn 9 with 2 skill boost from metatron.
     
  14. Raika

    Raika ( ͡◉ ͜> ͡◉)

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    RE: [Team Building] Horus: a Comprehensive Guide

    I just realized the new uvo Kirin is actually an amazing Horus sub with her awakening skills. The general consensus is 2 max skilled Gravities being best on a Horus team, but for those who can't be bothered to skill up a second, Kirin is perfect. But of course if you have Kirin most people would just run a Kirin team, BUT WHATEVER HORUS4LIFE.

    Stalling build:



    -1 skill boost, Parvati comes up in 4 turns, delay in 9 turns, Gravities in 14 turns (assuming max skilled Hera-Is)
    -1.5 extra orb matching seconds
    -60% skill lock resist (f u Izanami)
    -40% blindness resist
    -20% jammer resist
    -20% poison resist

    Defensive build:



    -1 skill boost, delay comes up in 9 turns, Gravities and Susano in 14 turns (assuming max skilled Hera-Is and Susano)
    -1.5 extra orb matching seconds
    -60% skill lock resist
    -40% blindness resist
    -20% jammer resist
    -Susano being unbindable with his new awakening skills = confirmed damage reduction even if boss binds whole team

    SKILL BOOST ALL THE WAY build:



    -3 skill boosts, delay comes up in 7 turns, Gravities in 12 turns (assuming max skilled Hera-Is, ignoring Gungnir...)
    -1.5 extra orb matching seconds
    -60% skill lock resist
    -40% blindness resist
    -20% jammer resist
     
  15. Eric@Cal

    Eric@Cal New Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    It could work for farming lower descends, but a couple points:
    1) I think that if you are confident in killing a boss in one shot, Echidna (or delay in general) can be forgone. However I feel that most of the later descends simply have too much health to one hit KO reliably.

    2) I think if you want to go color heavy, fire is probably the color of choice for obvious reasons. I think that 1) your light heavy team is only half light, and 2) you only have one light orb changer so it might be hard to maximize your damage in one color

    I think a lineup like:
    Horus
    Echidna
    Titan
    Dino Rider (who I think is an underappreciated sub and should be looked into more)
    Hera-is
    Horus

    has potential as you go extremely fire heavy while having a gravity for later bosses, utility via Echidna, and 2 orb changers to ensure you get effective procs
     
  16. Eric@Cal

    Eric@Cal New Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    @Raika that's actually a really good idea. I haven't looked into the new Kirin too deeply yet but with her super solid stats + mini gravity + beast awakenings she can definitely be considered as a sub. I also think there will definitely be situations where Kirin + Hera-is gravity combo might even be better than two 30% gravities; i.e. in the new pirate dungeons their second color is blue. Leaving them over 50% gives you a turn to do damage against a non-water element.
     
  17. Piggysoup

    Piggysoup Active Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    Real horus lovers out there should aim toward a max skill hera-is, she will make ur mythical life far more easier.

    Please add me if u need +297 horus, gladly to help, thx
     
  18. DJ Sharpnel

    DJ Sharpnel Extreme King Metalhead

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    RE: [Team Building] Horus: a Comprehensive Guide

    For the red heavy build, I'd suggest R/G Ifrit over Dino Rider (has to be skilled up unfortunately). The 1.3x boost can actually be pretty significant when combined with Gigas and Horus vs a semi-counterproductive skill.
     
  19. Eric@Cal

    Eric@Cal New Member

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    RE: [Team Building] Horus: a Comprehensive Guide

    Just throwing an idea out here:


    Double delay + Kushinada can give up to 7 turns on a boss without a shield, with Echidna's attack buff it becomes less sketchy to include multiples of her. Also potentially useful for dungeons with back to back boss floors, in this case Kushinada can be replaced with a burstier monster (maybe Valk).
     
  20. Seym

    Seym Sparkle, Sparkle, Sunshine!

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    RE: [Team Building] Horus: a Comprehensive Guide

    The new metatron is great on horus if you need 1 gravity only. It's even more powerful vs dark bosses.
    The lineup i was thinking about is this one:
    www.puzzledragonx.com/en/simulator.asp?q=995.99.1.0.0.0.0..1099.99.1.0.0.0.0..694.99.1.0.0.0.0..641.99.1.0.0.0.0..396.99.1.0.0.0.0..995.99.1.0.0.0.0
    With a max skilled hades. Your gravity is up after 12 turn with echidna at after 7 and valk after 2.

    Also, the main point with horus is to adapt to a dungeon as much as you can. The new sub colors for a lot of monsters are really helpful. Going dark heavy vs light boss is great. You can think of a lineup that include vamp with hades/hera. Same for other colors! Vs a Hercules, going with giga is great to abuse your fire dmg and meet the hp requirement!

    Now i just need to get enough +rcv egg to switch my max level F/F horus to the F/L uvo
     

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