[Team Building] Jammer & Poison Appreciation Thread

Discussion in 'Team Guides' started by kiarahakura, Aug 15, 2016.

  1. kiarahakura

    kiarahakura One Piece Collab

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    ..:: Jammer & Poison Appreciation Thread ::..

    Introduction:

    Since their creation jammer and poison leaders have been bashed and looked down upon. This is because both leader styles require a 7th unnatural orb type in order to complete their (full) activation. This does indeed make them harder to use, and requires thoughtful consideration when building teams. It also means that skill ups are more important than ever. However I feel that with a bit of hard work these leaders become extremely fun to play and are well worth the effort put into them.

    So I created this appreciation thread in order for the few of us who do love these leads to come together and discuss and enjoy. It can also be a brief introduction to those who are interested in getting started on one of these obscure leaders.

    If you have any additional information you want to see added to this thread, please feel free to message me. As this is my first time ever writing something like this; all comments and suggestions are welcome!



    Table of Contents:

    :skull:Jammer Leaders - Part 1
    :block: Gods' Enemy Monstrous Wolf, Fenrir
    :block: God Destroyer Monstrous Wolf, Fenrir Viz
    :skull:Jammer Leaders - Part 2
    :block: Flashblade Mechanical Star God, Algedi
    :block: Denebola - In Progress!
    :skull:Poison Leaders
    :block: Soul Binding Princess of Darkness, Hel
    :block: Crystal Wing Dragon Queen, Linthia
    :block: Rainbow Wing Whirlwind Dragon Emperor, Sevenzard
    :skull:Honorable Mentions
    :block: War Machine Emperor, Another Geist
    :block: Lighting Sky Stubborn Dragon King, Gainaut
    :skull:Arena & Dungeon Clears
    :skull:Friend Directory
    :block: Jammer Friends
    :block: Poison Friends
    :skull:Update Log

     
    Last edited: Jun 22, 2017 at 10:21 AM
  2. kiarahakura

    kiarahakura One Piece Collab

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    ..:: Jammer Leaders ::..

    God's Enemy Monstrous Wolf, Fenrir

    [​IMG] [​IMG] | [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    HP: 3005(3995 @ +297) | ATK: 2010(2505 @ +297) | RCV: 213(510 @ +297)

    Active Skill: Randomly spawn 3 dark and jammer orbs from non dark and jammer orbs. Increase skyfall chance of jammer orbs by 20% for 1 turn. (10 turns; 4 turns at level 7)
    Leader Skill: ATK x4 when simultaneously clearing 3 connected Jammer orbs. ATK x1 for each additional orb, up to ATK x10 at 9 connected orb. ATK x1.5 when attacking with 3 of following orb types: Fire, Water, Wood, Light & Dark. ATK x1.5 for each additional orb type, up to ATK x4.5 for all 5 matches.

    Fenrir was the first jammer leader introduced to the game, and he certainly created quite the storm here on the forums. Initially leading with him was pretty much impossible due to lack of subs (not including himself). Furthermore when he first released he did not have the rainbow part of his activation. Which made him only a x100 leader. This made him seem even less desirable due to there being other easier leaders with similar damage output and much bigger sub pools.

    However today Fenrir subs are farmable! There is also an additional GFE and Pantheon featuring jammer creators who of which also have very low cooldown actives.

    Despite most subs (and himself) having good HP/ATK stats; Fenrir teams really lack in survivability due to there being no HP/RCV boosts on his leader skill. However his team makes up for this through insane damage output. In fact when fully activated, Fenrir has the highest damage multiplier in the game at x2025! Even without any jammers Fenrir can clear trash floors pretty easily. If a little higher damage is needed, one Fenrir active means an easy extra x16 damage boost.

    Also as a side note if you don't mind dropping a bit in damage, feel free to pair with a Viz leader! Of course you'll want most of your subs to be devils but the passive x1.5 to all stats can help your survivability a bit. Your top output drops down to x1.5/x675/x1.5 though but the extra hp/rcv is nice!

    Reddit Fenrir Guide:
    https://www.reddit.com/r/PuzzleAndD...ide_discuss_gods_enemy_monstrous_wolf_fenrir/

    Tips and Tricks:
    • Fenrir’s active not only spawns 3 jammers, but it also increases jammer skyfall chance. So in order to best utilize him you need to clear the board as much as possible after activating him. This means you are more likely to get lots of jammers on your next turn.
    • DO NOT use Fenrir's active if a dungeon provides you with a 99 turn jammer skyfall (such as Hera-Ur). His 1 turn skyfall will overwrite it.
    • Jorm (#2639) is by far one of Fenrir's best subs. And he is farmable! Make sure to grab at least one of these guys and start skilling him up. Even if you don't use him on your team directly - he can be inherited!
    • The REM Valks are great sub options for Fenrir due to their Guard Break and 7Combo awakenings! Since guard break voids any defense on mobs when all colors are matched; that means you could easily get rid of tanky enemies without the use of jammers.
    • Recommended team badges for Fenrir are the +1Second, any of the stat boosters, or the +50%SBR.
    Leader Compatibility
    Best:
    Situational:
    Acceptable:
    Subordinate (Sub) Pool
    REM Subs:
    Farmable Subs:


    Ideal Subs:
    Sample Teams
    Team 1: | | or
    General Idea Behind the Team: Farmable Fenrir Team
    Summary:
    Here we have an example of a team that a newer player could throw together, or even someone who has been less lucky with their REM pulls.

    In terms of ANY sub available in the game for Fenrir - Jorm (#2659) is by the far the best one there is. This is because he covers two of your missing colors (green/blue), has two time extend awakenings to help with activation, a full board change activation to help with kill shots, AND a poison on his active as well. This by far makes him the most versatile sub you can possibly have for Fenrir. The only downfall of Jorm is that he has no SBR awakenings. So be sure to make up for these in other subs!

    Gainuat is also a great farmable sub you can add to your team since he also has a full board change active (with hearts!). He also does a good job of covering light for your rainbow activation. However he can be a real pain to acquire and evolve - not to mention skill up.... If you don't have him, that's okay. Just replace him with a card that has light coverage, or pair up with a Fenrir Viz.

    The final slot here is really a flex. It is recommended however to bring someone with double SBR awakenings if you have two Jorms on your team. This way you don't have to worry about those pesky binds. Also feel free to take out one of the Jorms for any other needed utility. However double Jorms is usually good for most cases.
    Team 2: | |
    General Idea Behind the Team: Typical Fenrir Team
    Summary:
    Fenrir's leader skill brings all the damage you'll probably ever need. So for the most part your subs are going to have to be utility heavy so as to help you survive. You'll also of course want to make sure you cover all colors for the rainbow part of Fenrir's leader skill activation.

    For this team, Jorm of course still fits in nicely with his duel color coverage and versatile active. The TPA and TE awakenings are also nice. Next we have Revo Indra for his TPAs, TEs and heavy shield + haste active. Awoken Indra also works since they both can cover light for you, but I would lean towards using RevoIndra just for the better stats and dark sub attribute. If you don't have Indra, then you can always consider other shields like Susano.

    Lastly we have Revo Amaterasu for bind clear, heal and haste! She not only covers light as well but has some great RCV! As with Indra I would argue that RevoAma is probably better due to higher stats, an extra TPA, and the dark sub attribute. However Awoken Ama works just as well, and covers green if you need it! Also if you don't have Ama then other bind clears such as LMeta and AmeNoUzume work tool!

    The last slot is a flex for whatever you have or need, but most people will take Viz or a dupe Fenrir if they have it. As always just make sure to not take any jammer breakers! I personally usually take Viz or a heart maker in this slot.
    Team 3: | |
    General Idea Behind the Team: Another Typical Fenrir Team
    Summary:
    Just thought I would throw this team comp into the sample teams. This is because I've been seeing RevoOrochi and OdinDra all over the place since Fenrir's buff, and it's not hard to understand why.

    OdinDra brings great stats, bind/awoken recovery, a 7 combo awakening, two time extends, and he's unbindable. Great package all around!

    RevoOrochi packs a ton of stats, comes with four TPAs and two time extends. Add his great active to the mix and you can see why he is valuable.

    The last spot is a flex. I've seen people take all sorts of things from Gainaut to Z8. Also the dupe dFenrir can easily be switched out for something else or you could take Viz along for a lower base cooldown if you like.
    Team 4: | |
    General Idea Behind the Team: Dark TPA Fenrir Team (Jammer Focus)
    Summary:
    So here we have an example of a dark focused team composition. The general idea here is to focus more on the jammer portion of fenrir's leader skill versus the rainbow activation. We still want to cover all colors however because a simple rainbow activation and a TPA can clear easy trash floors. If you'd prefer to take a final "kill shot" for the boss floor then you can always take a Gainaut or Jorm along as one of your sub or inherit options.

    This type of team works well in 7x6 dungeons since the extra dark orb generation has less of an impact on your ability to also complete the rainbow activation (since there are more orbs and skyfalls are more likely).

    For the team itself, there is a heavy TPA focus to make up the damage for us ignoring the rainbow activation most of the time. First up we have dKanna; she covers light for us and brings 3 TPA awakenings. Her active is also helpful since most of the team fit the typings. If you want a heart making active on the team, she is probably the person you would inherit it on. Z8 is on the team for the dark skyfall and haste. Finally you have Ragdra for his full board change, haste, and killer awakenings. He is also unbindable, so if you want to inherit a bind clear onto him then go ahead.

    Other Subs: Any dark sub that doesn't destroy jammers is perfectly fine. Yomi is one of the more popular dark subs to take since her activation is perfect for killing bosses, and she has lots of time extend awakenings. Lumiel is also a good unbindable TPA option that comes with a true damage active. Furthermore if you don't have a dupe Fenrir, consider taking someone like Kakkab for even more haste!
    Team 5: | |
    General Idea Behind the Team: Alternative Lead Pairing
    Summary:
    Here we have an example of an alternative leader pairing. This pairing can be used if you currently don't have access to another Fenrir friend. Revo Vritra can also be used if you'd like to tank some hits throughout a dungeon. (Awoken Vritra also works but he doesn't cover light and can conflict with a Fenrir Viz active.)

    Your overall damage output does go down, but Revo Vritra also provides an unconditional x2 HP and ATK boost to all devil and dragon type cards. This means that most (if not all) Fenrir subs are covered by this!

    So for this team pairing just build your usual Fenrir Team. However make sure you bring along jammer makers such as a dupe Fenrir or Jorm! This is because our leader pairing does not provide any. Otherwise you are good to go and should be able to clear trash floors with relative ease.
    Arena 2 Team: | |



    God Destroyer Monstrous Wolf, Fenrir Viz

    [​IMG] [​IMG] | [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    HP: 4666(5656 @ +297) | ATK: 1449(1944 @ +297) | RCV: 111(408 @ +297)

    Active Skill: Change fire and heart orbs to jammer orbs. (8 turns; 3 turns at level 6)
    Leader Skill: ATK x4 when simultaneously clearing 3 connected Jammer orbs. ATK x1 for each additional orb, up to ATK x10 at 9 connected orb. Devil type cards HP x1.5, ATK x1.5, RCV x1.5.

    Unlike his evil twin, Fenrir Viz is a much easier lead to work with. In some sense, Fenrir Viz is the leader that dark Fenrir probably was meant to be upon release. He sports double fingers and SBR while still having his god killer awakening and high HP/ATK stats. Furthermore his active skill is on a shorter cooldown and is much more reliable than dark Fenrir’s skyfall chance. Add to the fact that he also has a full stat boost on his leader skill and you can see why he gets to be the 6*.

    Fenrir Viz's top damage is not even close to dark Fenrir at x225. However you can always make up some of the damage loss if you pair with dark Fenrir (x675). But most will always prefer to pair viz with himself because x2.25/x225/x2.25 stats is much better survivability wise.

    If you do choose to pair with a dark Fenrir then the same playstyle and all the pro/cons will apply to you as well. However if you pair with another Fenrir Viz then your sub options and playstyle change quite a bit. This is because you go from being a rainbow jammer lead to essentially a devil lead of whatever you want. (Although most people still prefer to run a light row team.) Either way Fenrir Viz is certainly just as fun to play as his twin!

    The only thing to take into consideration with Fenrir Viz is that his active kills hearts. This means stalling takes a bit of finesse. It's recommended to use Viz first then use heart makers to stall. This is because Fenrir Viz usually creates way more jammers than you need for most situations anyway. So you can often just store the extra.

    Tips and Tricks:
    • Tri and duel board changers (i.e. Ilm, Leilan) can be followed by a Fenrir Viz active to create a truly killer board!
    • Be a little mindful when using Viz actives. You don't want to kill your hearts right before you need them. Store extra jammers for later use if possible.
    • If you are running a non-light Viz team then be sure to check out the "notable board inherits" section in the sub listings!
    • Recommended team badges for Fenrir Viz are any of the stat buffs; most people prefer the RCV or HP one.
    Leader Compatibility
    Best:
    Good:
    Subordinate (Sub) Pool
    REM Subs:
    Farmable Subs:
    Notable Board Inherits:


    Ideal Subs:
    Sample Teams
    Team 1: | | or
    General Idea Behind the Team: Farmable Fenrir Viz Team
    Summary:
    Here we have an example of a team that a newer player could work on for Fenrir Viz. As you can see 3 of the cards are farmable, and their dungeons are relatively easy to clear. The only thing to note about this team is that if you do pair with a dark fenrir - make sure you still have five :awakening28: awakenings on the team!

    In our first two slots we have Jorm just because overall he is one of the best farmable jammer making subs that you can grab. He has decent stats, a full board change and poison active, has two time extend awakenings, and is devil typing for Fenrir Viz's leader skill boost. However you are free to replace him with anything you may need. Just try to stick to the devil typing, and avoid subs that destroy jammer orbs.

    In the next slot we have another decent farmable green devil - Cauchemar. He has a board change that would work well when paired with Viz, and his active also gives a small damage reduction in case you need it. Unfortunately his awakenings are not the best, but the two green rows could be useful.

    Finally in our last slot I put (UVO) Vishnu. He is great for his wood skyfall active and TPAs. UVO Vishnu is also devil typing which is a nice bonus. I also put him here because he has two :awakening28: awakenings, which will leave you still with a 100% coverage in the event you pair with a dark fenrir friend.
    Team 2: | |
    General Idea Behind the Team: Light Row Fenrir Viz Team
    Summary:
    Despite Fenrir Viz not having a color requirement; most players choose to run him as a light row leader. Of course you'll want to keep in mind that Fenrir Viz's leader skill boosts stats for devil types. Furthermore, Fenrir Viz has a really low cooldown on his active skill when max skilled (3 turns). This means that jammer makers are not required on his team.

    In this sample team we focused on light cards that were devil type and had light row awakenings. RevoVenus and UUVO Baal both have three light rows and they are both devil typings. Baal is also a great orb changer, and RevoVenus brings a ton of RCV to the team as well as some autohealing.

    Next we have Ilm. In his base form he only has one light row but his active when paired with Fenrir Viz can make a great kill shot for bosses. He is also devil typing, so he fits into our team perfectly. Feel free to use either UVO of Ilm since both work just fine and even come with better stats and awakeings! If you don't have an Ilm, then Saria works just as well. Worse case you could also try inheriting a Leilan for a full board changer.

    The last slot is reserved for another orb changer. Preferably you'll want someone on a low cooldown if possible, but really any orb changer will work here. Most will opt for Wukong because he comes with more light rows and his active creates both light and heart orbs. This means he can work both for healing or in combo with viz for a kill shot. Paimon is also really great here for the same reasoning. She is also devil typing for the stat boost; so feel free to use her if you got her!
    Team 3: | |
    General Idea Behind the Team: Dark TPA Fenrir Viz Team
    Summary:
    As I'm sure we all know, dark is full of devil type cards! So this is a great place to go if you want to run Viz off-color. If possible you'll want to try to avoid fire sub-attributes just because Viz removes those. However some cards (i.e. dFenrir) warrant taking them anyway.

    For this team I focused on TPAs (although there are plenty of dark row options if you'd prefer to swing that way). First up we have Kakkab who is not only unbindable but brings with him a haste and relatively low cooldown active. This makes him great for getting cards up or any inherits you'd like to throw on him. Next we have Lumiel; who fits our team perfectly with her three TPAs, unbindable awakenings and full board change. She also has a true damage on her active for any annoying high defense mobs.

    In the next sub slot I put AOkuni for the delay and damage booster. However if you feel you don't need him then I would suggest perhaps Z8 for the additional haste and dark skyfall. Jize is also a great option if you just want his TPAs but need another utility because he has such a low cooldown (2 turns).

    Finally as with any Viz team you are going to want heartmakers, either directly or just inherited. Sleeping Beauty, Pandora and D/D Akechi are good on-color heart maker options. Although if you just want to inherit, than anyone that doesn't break dark/jammer is perfectly fine (i.e. any of the fairytale girls).
    Team 4: | |
    General Idea Behind the Team: Wood TPA Fenrir Viz Team
    Summary:
    Ruel and Vishnu are the best devil TPA options for Viz (they both have 3). Ruel has the benefit of being unbindable, but Vishnu has slightly better stats and his active is a little more useful. Feel free to take dupes of either if you don't have both.

    Next we have RevoBastet, who is also a devil TPA card for our team. Her stats are also very nice to have along. However her active is not very useful, so make sure to inherit something on top of her (such as Jorm).

    Lastly we have RevoParvanti - great stats, unbindable, and is a heart maker. If you are in need of a bind clear then feel free to inherit it onto her. However you could also inherit utility onto Ruel as well since she is also unbindable.
    Team 5: | |
    General Idea Behind the Team: Wood Row Fenrir Viz Team (Theorycrafted by @bibi )
    Summary:
    Algedi is really the focus behind this team composition. She brings 4 row awakenings and when max skilled she is on a three turn cooldown. This means you could cycle between your Algedi and Viz leaders to quickly clear floors.

    Next RevoParvanti is on the team because she is an unbindable heart maker on a low 5 turn cooldown. Which means you could take her along for the stats and just inherit something onto her if you need to. You'll probably want to inherit a bind clear (like ceres or ama) onto her, but take what you need of course.

    The flex spot here can really be anything you might need. Some people would recommend taking someone like Vishnu for TPAs and an OE. His active when max skilled is also on a relatively low cooldown for a possible inherit. RevoBastet also works since she has the TPAs, an OE and better stats. However her own active is not the greatest; so I would probably recommend an inherit on her for sure.

    Note: This team also works well with Urahara (#2689). So if you don't have Algedi then feel free to sub him in. He is not on type, but his active is somewhat better because it creates a wood row for you. Heck even feel free to inherit Urahara over one of your Algedi or Viz. Mixing and matching the two also works.
    Team 6: | |
    General Idea Behind the Team: Water Row Fenrir Viz Team
    Summary:
    UUVO Amon is going to be the star of any water row Viz team since he has the best awakenings for it. His active is also a good orb maker. However Amon is unbindable, so feel free to inherit whatever you might need onto him.

    Next is Isis who is a great devil card to take along. She has a small shield and bind clear, good awakenings, and her active cooldown is small enough to inherit anything you like.

    Next I just picked two other devil blue cards with row focus. RevoHermes works out great because he has a nice mix of awakenings (rows, tpa, and OEs). His active is also a nice orb maker and water skyfall which is helpful. Feel free to take Awoken Hermes instead for the same reasons, but Revo's stats of course are always better.
    Arena Team: | |
     
    Last edited: Jun 21, 2017 at 11:59 AM
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  3. kiarahakura

    kiarahakura One Piece Collab

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    Flashblade Mechanical Star God, Algedi

    [​IMG] [​IMG] | [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    HP: 3210(x @ +297) | ATK: 1933(x @ +297) | RCV: 138(x @ +297)

    Active Skill: Randomly spawn 3 Wood & Jammer orbs from non Wood & Jammer orbs. Increases time limit of orb movement by 1 second for 1 turn. (8 turns; 3 turns at level 6)
    Leader Skill: All attribute cards ATK x4 when reaching 1 set of Jammer combo. ATK x4 for each additional combo, up to ATK x8 when reaching 2 combos. All attribute cards ATK x1.5, 25% all damage reduction when reaching 4 combos.

    Algedi is the first of the constellation jammer gods to receive her ultimate evolution. She is quite different from the fenrirs and offers a different playstyle. This is because her leader skill includes a non-jammer related shield! And unlike some other cards with shields, Algedi's is very easy to activate because it only requires the low cost of 4 combos. Since she is a row lead the lower threshold is easy to reach even for people less skilled in the game.

    So where does Algedi stand? I believe she is just as fun and reliable as the dogs. When paired with herself, 4 combos (including 2 jammer matches) nets you a x144 attack multiplier. If you make one of those combos a green row then your looking at some pretty decent damage! Also without any jammers, just 4 combos by themselves will give you approximately a 40% shield from all incoming damage. This can be very helpful when you are looking to stall things out.

    Fortunately there are farmable subs, and you can make a pretty reasonable team using them. However for higher end dungeons such as arena, it is recommended to have an Algedi dupe in sub form. This is because having access to her every turn helps with consistency.

    Tips and Tricks:
    • Remember that the shield part of her leader skill does not require jammers!
    • Recommended team badges for Algedi are the +1Second or any of the stat boosters.
    Leader Compatibility
    Best:
    Acceptable:
    Subordinate (Sub) Pool
    REM Subs:
    Farmable Subs:


    Ideal Subs:
    Sample Teams
    Team 1: | |
    Team 2: | |
    Team 3: | |


    Denebola

    [​IMG] [​IMG] | [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    HP: 4318(x @ +297) | ATK: 1543(x @ +297) | RCV: 38(x @ +297)

    Active Skill: Randomly spawn 3 Fire & Jammer orbs from non Fire & Jammer orbs. Increases time limit of orb movement by 1 second for 1 turn. (8 turns; 3 turns at level 6)
    Leader Skill: All attribute cards ATK x4 when reaching 1 set of Jammer combo. ATK x2 for each additional combo, up to ATK x6 when reaching 2 combos. All attribute cards ATK x3, 25% all damage reduction when reaching 6 combos.

    text text text

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    Tips and Tricks:
    • Remember that the shield part of her leader skill does not require jammers!
    • Recommended team badges for Denebola are the +1Second or any of the stat boosters.
    Leader Compatibility
    Best:
    Acceptable:
    Subordinate (Sub) Pool
    REM Subs:
    Farmable Subs:


    Ideal Subs:
    Sample Teams
    Team 1: | |
    Team 2: | |
     
    Last edited: Jun 22, 2017 at 2:50 PM
  4. kiarahakura

    kiarahakura One Piece Collab

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    ..:: Poison Leaders ::..

    Soul Binding Princess of Darkness, Hel

    [​IMG] [​IMG] | [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    HP: 4018(5008 @ +297) | ATK: 1855(2350 @ +297) | RCV: 20(317 @ +297)

    Active Skill: Change fire and water orbs to heart and poison orbs. Increase skyfall chance of poison orbs by 15% for 3 turns. (16 turns; 6 turns at level 11)
    Leader Skill: Dark attribute cards ATK x2, RCV x2. ATK x3.5 when clearing 6 connected poison or mortal poison orbs.

    Introducing Hel! If I’m not mistaken Hel was the first poison leader to be introduced to the game. Unlike the jammer leaders, Hel wasn’t met with too much backlash since she is a completely farmable lead who offers an unconditional x1/x4/x4 boost for dark attribute cards. When fully activated Hel is a x49 damage leader (which at the time of her release was very good).

    Out of the other poison leaders, Hel is the easiest to obtain and skill up since her dungeon can be cleared by most teams. Unlike her rival Linthia (who was introduced soon after), Hel’s leader skill is much easier to activate. The trade off however is that a whole row of poison orbs can turn you into a kamikaze if you’re not careful! Fortunately though Hel's leader skill also offers a x2 RCV boost. So as long as you have a set of hearts on the board Hel can easily survive her own activation and stall where needed.

    Tips and Tricks:
    • Putting high priority towards subs with good hp and rcv is important since Hel has pretty much non-existent rcv herself!
    • Recommended team badge is the +25%RCV. This huge RCV boost paired with the boost from her leader skill means that a single heart match can leave you at max health with ease (regardless of the poison matching).
    Leader Compatibility
    Best:
    Acceptable:
    Subordinate (Sub) Pool
    REM Subs:
    Farmable Subs:


    Ideal Subs:
    Sample Teams
    Team: | |
    Arena Team: | |



    Crystal Wind Dragon Queen, Linthia

    [​IMG] [​IMG] | [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    HP: 3340(4330 @ +297) | ATK: 1678(2173 @ +297) | RCV: 360(657 @ +297)

    Active Skill: Change all orbs to Fire, Water, Wood, Light, Dark, Heart and Poison orbs. (17 turns; 7 turns at level 11)
    Leader Skill: ATK x4 when attacking with 5 of the following orb types: Fire, Water, Wood, Light, Dark and Heart. ATK x2.5 when clearing 3 connected poison or mortal poison orbs.

    Linthia is a rainbow poison leader who (like her competitors) is also completely farmable. Many upon her release called her the “queen of co-op” since she was the newest rouge dungeon introduced when the multiplayer feature hit PAD. She was also the first card to enjoy the benefits of the co-op awakening.

    Similar to Gainaut, Linthia’s leader skill leans heavier towards the color matching aspect versus the poison matching. So she can be a nice good introduction leader to the world of poison drinking. Also she can be used afterwards as a dark kali active if desired.

    Note: Of all the poison leaders, Linthia is definitely the hardest to use.

    Tips and Tricks:
    • Don’t forget that Linthia (while solo-able) leans towards being a co-op leader due to her awakening! This is important to note since Linthia often subs on her own team.
    • Because Linthia's leader skill requires 5 orb types and poison - it can be very hard to fully activate. You can combat this problem by taking subs with time extend awakenings (preferably two or more).
    • Recommended team badge for Linthia is the +1Second due to the high requirement from her leader skill.
    Leader Compatibility
    Best:
    Acceptable:
    Subordinate (Sub) Pool
    REM Subs:
    Farmable Subs:


    Ideal Subs:
    Sample Teams
    Team 1: | |
    Team 2: | |
    Team 3: | |



    Rainbow Wing Whirlwind Dragon Emperor, Sevenzard

    [​IMG] [​IMG] | [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    HP: 3804(4794 @ +297) | ATK: 1301(1796 @ +297) | RCV: 301(598 @ +297)

    Active Skill: Change water orbs to heart orbs, light orbs to mortal poison orbs. Balanced and Dragon type cards ATK x2 for 1 turn. (21 turns; 6 turns at level 16)
    Leader Skill: Balanced and Dragon type cards ATK x2, RCV x2. ATK x2.5 when clearing 4 connected poison or mortal poison orbs.

    Sevenzard is the newest poison leader to join the ranks, and sports the easiest (and safest) leader skill activation of the three. If you are a poison lead lover than he is very desirable since his leader skill allows for both Hel and Linthia to be subs! So any previous work on the other two does not go to waste.

    So what’s the catch? Well Sevenzard also has the lowest damage multiplier of the three leaders with only a x25 damage output. So you’re pretty much trading difficulty with damage. On the upside however, Sevenzard also sports a x2 RCV boost in his leader skill. This not only allows him to survive his own poison matches, but it also allows him to stall anything as long as you have a set of hearts on the board (so long as you don't get one shot of course).

    Tips and Tricks:
    • Make sure to note that Sevenzard’s active skill creates mortal poison orbs! So be sure to be careful when using his active on light heavy boards.
    • Recommended team badge is the +25%RCV. Similar to Hel teams, this huge RCV boost paired with the boost from the leader skill means that a single heart match can leave you at max health with ease (regardless of the poison matching).
    Leader Compatibility
    Best:
    Acceptable:
    Subordinate (Sub) Pool
    REM Subs:
    Farmable Subs:


    Ideal Subs:
    Sample Teams
    Team 1: | |
    Team 2: | |
     
    Last edited: Jun 21, 2017 at 11:55 AM
  5. kiarahakura

    kiarahakura One Piece Collab

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    ..:: Honorable Mentions ::..

    War Machine Emperor, Another Geist

    Note: All information below is credited to @bibi who collected and theory-crafted for this leader.
    Links: | Post One | Post Two | Post Three | Post Four | Post Five | Post Six

    [​IMG] [​IMG] | [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    HP: 4369(5359 @ +297) | ATK: 1794(2289 @ +297) | RCV: 35(332 @ +297)

    Active Skill: Change Water, Poison & Mortal Poison orbs to Jammer orbs. Reduces cooldown of other skills by 2 turns. (28 turns; 13 Turns at Lv.16)
    Leader Skill: ATK x2 when simultaneously clearing 3 connected Jammer orbs. ATK x0.5 for each additional orb, up to ATK x4.5 at 8 connected orb. Devil attribute cards ATK x2.5, RCV x2.5 on the turn a skill is used. ( Multiple skills will not stack )

    AGeist is the latest addition to the jammer family, and he is farmable! Many have tried to figure out if he is a sub worth working on for the jammer meta in general. However his active has a long cooldown and is not necessarily desirable with the other jammer leaders. (Although it can be argued that his light coverage opens options for Fenrir in regards to a dark focused team.)

    So AGeist overall works much better as a leader than a sub. This is because despite his mediocre active, AGeist leader skill includes a nice RCV boost when actives are used! This addresses one of the jammer metas most obvious problems - survivability. His x2.5 RCV is a great multiplier that generally allows AGeist teams to heal to full with just a normal 3-heart match. Also, (like Fenrir Viz) he only requires devils and we all know that dark is full of them! So team flexibility is also a plus.

    Furthermore, his leader skill can easily be paired with any of the other jammer leaders. If fact it will often work out quite well since most jammer subs are already devil typing or have low cooldowns in general. AGeist also fairs much better in co-op than solo due to his awakenings (and the awakenings of his key subs).

    Note: For more in-depth analysis on this leader, please refer to Bibi's original posts that are linked at the top of the section.

    Leader Compatibility
    Best:
    Great:
    Acceptable:
    Subordinate (Sub) Pool
    REM Subs:
    Farmable Subs:


    Ideal Subs:
    Sample Teams
    Team 1: | |
    General Idea Behind the Team: Infinitely Stall
    Summary:
    The idea behind using two Jize is pretty simple: to have a way to infinitely stall so long as hearts are available. Since jize has a two cooldown active (when max skilled) than this means you can cycle between the two of them in your team in order to constantly get the ATK and RCV boost from AGeist.
    Team 2: | |
    General Idea Behind the Team: Infinitely Stall (version 2)
    Summary:
    Don't own two Jize? Well so long as you have one, the same stall team idea can still work out so long as you have another low cooldown jammer active. Fenrir Viz is one of the best but others such as Algedi, Acubens, or Denebola can also work here. APanda also made this team because she has haste on her active which can further help to keep AGeist's boosts up.
    Team 3: | |
    Team 4: | |
    Team 5: | |
    General Idea Behind the Team: Poison Gimmick (Full Farmable Team)
    Summary:
    Above is a poison gimmick team that bibi mentions in his first post. The idea here is that since AGeist can change poison orbs, Hel and Agni can be used in conjunction here. Also the two turn haste should help to get Hel and Agni actives up and available for use consistently for 4 or so turns straight. The team has a TPA focus with the subs (two each).

    One of the main downfalls of this team is lack of skill boosts, which limits performance for the early floors. Also this team will struggle with boss rushes due to the long cooldowns. The second Agni and AGeist can be switched for utility or used for skill inheritance.
    Arena??: | |
    SI-------------------------------------------------------------------
    | |
    General Idea Behind the Team: Possible Arena Team
    Summary:
    AGeist can definitely take on arena with the right setup. Skill delays however are a little scary so you may want to add SDR latents to some of your subs. Other than that, this team looks like it can tackle a lot of different content.

    The more ideal SI are listed above, but another option is HRozuel(Indra) for a shorter up time for the shield. Bibi was also debating on whether to use ASusano for the 3 turn shield and haste since haste is so important for AGeist. There is also AIndra, but with a two turn shield and haste. Overall, the 3 turn shield sounds valuable but it is a toss up on the haste.



    Lighting Sky Stubborn Dragon King, Gainaut

    [​IMG] [​IMG] | [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    HP: 4283(5273 @ +297) | ATK: 1615(2110 @ +297) | RCV: 120(417 @ +297)

    Active Skill: Change all orbs to Fire, Water, Wood, Light, Dark, Heart and Jammer orbs. Enhance fire orbs. (18 turns; 8 turns at level 11)
    Leader Skill: ATK x3 when attacking with 4 of the following orb types: Fire, Water, Wood, Light and Dark. ATK x2 for each additional orb type, up to ATK x5 for all 5 matches. ATK x1.5 when clearing 3 connected jammer orbs. ATK x0.5 for each additional orb, up to ATK x2 at 4 connected orbs.

    Gainaut is a rainbow jammer lead just like dark Fenrir. Although his overall damage output is not as high as dark Fenrir, he is a completely farmable jammer lead option! Furthermore his leader skill leans heavier on color matching compared to the Fenrir twins who are all about the jammers.

    However just like Fenrir Viz, Gainaut also suffers unpopularity because his full activation damage is only x100. Which is comparable (if not beaten out) by other arguably easier leaders.

    Overall though Gainaut is a great way to try out the jammer meta without having to go all in. And afterwards he still works as an on-color dark kali active for other red-focused teams. Furthermore, if you ever do pull a jammer lead from the REM - he will make a perfect sub!

    Note: Of all the jammer lead options, Gainaut is the hardest to use!

    Tips and Tricks:
    • Don’t forget that Gainaut leans towards being a co-op lead due to his awakening! This is important to note if you are running multiple Gainaut.
    • Recommended team badge for Gainaut is the +1Second because he is essentially a color/combo leader.
    Leader Compatibility
    Best:
    Good:
    Acceptable:
    Subordinate (Sub) Pool
    REM Subs:
    Farmable Subs:


    Ideal Subs:
    Sample Teams
    Team 1: | |
    Team 2: | |
     
    Last edited: Mar 29, 2017
  6. kiarahakura

    kiarahakura One Piece Collab

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  7. kiarahakura

    kiarahakura One Piece Collab

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    ..:: Arena & Dungeon Clears ::..

    Gods' Enemy Monstrous Wolf, Fenrir

    Arena 1 Clear (after buff: max dmg x2025):


    Arena 1 Clear (before buff: max dmg x625):
    @Zaku clears Arena 1 with mostly farmable team!

    Arena 2 Clear (before buff: max dmg x625):


    Arena 3 Clear (after buff: max dmg x2025):


    Full Activation (before buff) on Fenrir (x625):
    [​IMG]



    God Destroyer Monstrous Wolf, Fenrir Viz

    Arena 1 Clear (before buff: 1/100/2.25):




    Soul Binding Princess of Darkness, Hel

    Reddit, Hel Beats Arena: https://www.reddit.com/r/PuzzleAndD...sfarmable_team_takes_down_arena_power_of_hel/



    Crystal Wing Dragon Queen, Linthia

    Clear was done by @Carlos R. Marti-Figueroa
    [​IMG]

    @Carlos R. Marti-Figueroa solo clears full descend challenge with Linthia!!!


     
    Last edited: Apr 16, 2017
    Dysdayn likes this.
  8. kiarahakura

    kiarahakura One Piece Collab

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    ..:: Friend Directory ::..

    Jammer Leads:
    NA(311 462 320) @kiarahakura
    NA(303 607 324) @It3mUs3r by request only
    NA(333 258 328) @Carlos R. Marti-Figueroa
    NA(381 381 240) @cjo
    NA(384 046 297) @Zaku
    NA(343 906 318) @Bira573 by request only
    NA(392 495 249) @bibi


    NA(311 462 320) @kiarahakura
    NA(303 607 324) @It3mUs3r by request only
    NA(343 906 318) @Bira573 by request only
    NA(392 495 249) @bibi


    NA(311 462 320) @kiarahakura
    NA(333 258 328) @Carlos R. Marti-Figueroa


    NA(xxx xxx xxx) xxxxxxxxxxxxxxxxx


    NA(304 448 241) @Piggysoup
    NA(385 693 374) @graps by request only


    NA(392 495 249) @bibi by request only


    NA(311 462 320) @kiarahakura by request only



    Poison Leads:
    NA(311 462 320) @kiarahakura
    NA(333 258 328) @Carlos R. Marti-Figueroa


    NA(311 462 320) @kiarahakura
    NA(333 258 328) @Carlos R. Marti-Figueroa




    ..:: Update Log ::..
    NEW Jun 22, 2017: Added initial sub listings and team samples to denebola section. More updating to come.
    NEW Jun 21, 2017: Split jammer section since post was getting massive due to addition of Denebola section (WIP).
    Jun 8, 2017: Updated Algedi's description and team samples since uvos just hit NA.
    Apr 13, 2017: Updated Fenrir and Viz awakenings, skills, and descriptions since buffs just hit NA.
    Apr 10, 2017: Starting listing subs in Algedi section. (Will go back and prune/add to the list later.)
    Apr 4, 2017: Added stubbed new section for Algedi.
    Mar 20, 2017: Made more changes to the sub listing for both fenrirs. Modified the existing Viz sample teams; descriptions will come later.
    Mar 18, 2017: Initial update to Fenrir Viz's sub list. Sample teams and any additional subs should follow soon.
    Mar 15, 2017: Added some missing rem subs to Linthia and Sevenzard.
    Mar 8, 2017: Added a Arena 1 clear video of Fenrir to the list (Thanks @Tek7 !)
    Mar 7, 2017: Moved Gainaut down to the honorable mentions section to make room for upcoming updates to the Fenrirs.
    Nov 21, 2016: Completed the new honorable mentions section of the guide (thanks @bibi !)
    Aug 26, 2016: Added team descriptions to fenrir viz sample teams.
    Aug 25, 2016: Added recommended team badges to the tips and tricks section of each leader.
    Aug 24, 2016: Updated sub listings for Fenrir Viz and adjusted sample teams. Team descriptions coming next.
    Aug 22, 2016: Added team descriptions to dark fenrir sample teams. Others will be done next. (Thanks @Dysdayn )
    Aug 21, 2016: Added an "ideal subs" listing to all leader sections. Added a list of sample teams to each leader's section.
    Aug 21, 2016: Changed some formatting to remove excess tables from the leader sections.
    This should make updating easier since errors don't occur every time I save/edit.
    Aug 18, 2016: Added some missing subs to all jammer leaders. Also added new section for descend/arena clears!
    (Thanks @xer 21 and @Carlos R. Marti-Figueroa )
    Aug 18, 2016: Added new farmable jammer/poison creation subs to all leaders in preparation of the upcoming leader/sub section changes.
    Aug 16, 2016: Updated leader sub pools to include Island REM cards.
    Aug 15, 2016: Corrected some typos and other small errors (Thanks @Carlos R. Marti-Figueroa )
    Aug 15, 2016: Created the thread! Huzzah!
     
    Last edited: Jun 22, 2017 at 2:44 PM
  9. Dando

    Dando Well-Known Member

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    Congrats on starting the thread.

    I rolled an LFenrir in this godfest as well as my 3rd DFenrir but I'm still waiting for a team to really use them on. I've got 2 Fenrirs and 4 Algedis skilled up and leveled up and ready to go though if we get ultimates or buffs someday that make them great.
     
  10. kiarahakura

    kiarahakura One Piece Collab

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    Actually having both light and dark Fenrir makes a great team. My own team is:
    DFenrir | LFenrir / Jorm / Gainaut / Z8
    If need be I'll switch out Z8 for any bind clear or shield.

    And if it's a pretty easy dungeon I will go full troll and use:
    DFenrir | DFenrir / LFenrir / Algedi / Jorm
    This way I can just spam for jammers and walk through giggling. :)
     
    Last edited: Aug 15, 2016
  11. Sint

    Sint rip loli

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    My Fenrir team is verryyyyy WIP. I'm slowly building it when I have spare XP and get random skill ups. It should be ready in a few weeks though.
    Nice guide though! I'm even more excited for when I complete my team
     
  12. It3mUs3r

    It3mUs3r Moo Moo Lem Lem

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    IF we ever have a bff reset again I'll make Viz my bff slot leader. Until then the puppies are by request only (but I have them both so feel free to put me on the list)
     
  13. kiarahakura

    kiarahakura One Piece Collab

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    Only my leaders are done since I know other people can benefit from them. My whole teams though are still severly lacking eggs and even levels in some cases. :p However I still use my half finished team when running simple stuff like mat farming.

    Done and added! Thanks :)
     
  14. It3mUs3r

    It3mUs3r Moo Moo Lem Lem

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    just saying you may want to add "by request" to mine. Unless I'm online and using fenrir they will never be up unfortunately
     
  15. kiarahakura

    kiarahakura One Piece Collab

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    I added it. :) Although I always considered all these leads to be by request only.
    I personally try to leave one of the fenrir's available whenever I can - but they are not 100% available either.
     
  16. foxwaffles

    foxwaffles Weak to pretty boys

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    I'm planning on putting together a team for Fenrir. I rolled him a while back must to my disgust but he'll make for a fun pet project.

    Fenrir / Jormungandr / Jormungandr / Gainaut / Utility / Fenrir

    Utility can be Amaterasu or Susano or anything else that comes to mind.

    Currently working on max skilling Gainaut fffffs lol
     
  17. Carlos R. Marti-Figueroa

    Carlos R. Marti-Figueroa Well-Known Member

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    Pretty excited about the thread :) Still learning how to play Fenrir and I still suck at linthia but hopefully with this thread more people will play these leads. They are very fun and challenging, nice change of pace to all the mainstream rows and stuff

    Edit: Feel free to add me to the Linthia and Fenrir friends list. Both are hypermax (well fenrir need 1 more skillup). @cjo I have found also always has a hypermax Fenrir hope (hopefully you dont mind the tag :) )
     
  18. Carlos R. Marti-Figueroa

    Carlos R. Marti-Figueroa Well-Known Member

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    Its been months for me and still not maxed. Mostly because he is a jerk. I have feed at least 70 fodder and still missing like 6 or 7 levels
     
  19. kiarahakura

    kiarahakura One Piece Collab

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    Mine is also missing like 6 levels. However personally I think Jorm is more important than Gainaut when starting the team. The only reason I could see putting Gainaut first is if you have Fenrir Viz - because the two actives together are awesome. :) lol

    Added! :D

    I really should work on my Hel and a Sevenzard. I'm curious to give them a spin. ;)
     
    Last edited: Aug 16, 2016
  20. foxwaffles

    foxwaffles Weak to pretty boys

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    I already have two max skilled Jormungandr and I am one Blue Fruit away from evolving #2 :)
     
    kiarahakura likes this.

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