[Team Building] Not GOdin's Girl Still - A Green Sonia Guide

Discussion in 'Archived Guides' started by Derpinator, Dec 5, 2015.

  1. Derpinator

    Derpinator The Derpiest

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    Render courtesy of @ASM
    Table of Contents
    1. About Gonia
    2. Pros and Cons
    3. Notable Subs
    4. Other Options
    5. Team Skeletons
    6. Potential Leader Pairings
    7. Friend Directory

    1. About Gonia
    Before her ultimate, Gonia had been limited mainly by her low multiplier. While her more popular sister, Ronia, had only gotten a small buff to her multiplier, raising it from 2.5x to 3x in her ultimate, the bigger subpool and better leader pairing options allowed her to still function as a tanky team for serious content. Up until just before her ultimate, Gonia did not have many great leader pairings, especially ones that could make up for her shortcomings.

    With her ultimate, many of Gonia's problems were addressed. Her leader skill picked up a 1.5x multiplier when matching 4 or more wood orbs, boosting her multiplier to 3.75x overall. This buff fits perfectly with her row-based playstyle while still being able to use TPAs when needed thanks to the fact that it doesn't have to be exactly a 4 orb match. She also picked up some key awakenings, a double row and, most notably, a skill bind resist. The inclusion of Balanced types into her sub pool did give her some better skill bind resist options but having your leaders cover 40% removes a huge strain on teambuilding.

    Around the time of Gonia's ultimate, another Dragon-type monster was revealed, Sylvie. A 6 star godfest exclusive like Gonia, Sylvie functions well as both a sub for Gonia and a potential leader pairing. Pairing with Sylvie gives a Beelzonia-like result, with 2x HP, ~12x ATK and 2.5x RCV team, making it tanky but still poweful thanks to the rows. Running with both Gonia leaders does give you more power but it also gives you more RCV than you need seeing how healing up with one heart combo is often overkill (or overheal). With Sylvie, you not only have much more HP but also still have plenty of RCV. The main thing this pairing brings to the table is the ability to tank larger hits, like DQ Hera's preemptives, without needing a shield.

    2. Pros and Cons
    Pros
    • Plenty of RCV, easy to stall with
    • Leader skill works perfectly with playstyle, getting you the 14x multiplier easily
    • Can make a tanky team with Sylvie while still having plenty of power
    • Can make a strong, cohesive skill bind resist team
    • Best looking Sonia

    Cons
    • Ideal teams are REM heavy
    • Good skill bind resist teams require specific REM subs
    • Damage is low without rows
     
    Last edited: Mar 20, 2016
  2. Derpinator

    Derpinator The Derpiest

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    3. Notable Subs

    Board Changer
    God/Balanced
    HP: 3255 (4245 w/ +99)
    ATK: 1467 (1962 w/ +99)
    RCV: 502 (799 w/ +99)
    Active: Change all orbs to Fire, Wood & Heart orbs.
    Cooldown: 14 Turns (9 min)
    Awakenings: :awakening4::awakening16::awakening3::awakening28::awakening3::awakening16::awakening3::awakening10:
    Thought Spinner Norn, Verdandi
    While Verdandi doesn't bring any rows to the table, she is still a pretty good board changer. On a short cd, she makes a tricolor board that can easily be chained to by a heartbreaker to give you a wood heavy bicolor board. Between Verd and your two leaders, you have 5 wood orb enhances already, guaranteeing your natural wood orbs are enhanced while bumping up your damage across the board. She also helps with stacking skill boosts, bringing two the table, along with a skill bind resist for when you need to make a skill bind immune team.

    Dragon/Attacker
    HP: 3038 (4028 w/ +99)
    ATK: 1919 (2414 w/ +99)
    RCV: 274 (571 w/ +99)
    Active: Change all orbs to Wood & Water orbs. Reduces cooldown of other skills by 2 turns.
    Cooldown: 19 Turns (14 min)
    Awakenings: :awakening1::awakening4::awakening4::awakening6::awakening16::awakening16:
    Paradise Jade Dragon Caller, Sonia
    Beach Gonia is an amazing sub for her regular self. While her cd is longer than regular Gonia's, her active packs a two turn haste. Seeing how you'll probably only use Gonia and Beach Gonia once in most dungeons, this additional effect makes up for her longer cd. Her awakenings are a bit worse than Gonia's though, having one fewer row, no orb enhance and no skill bind resist. However, she still has a solid set of awakenings with her row, double TPAs and double skill boosts so she still makes an amazing sub.

    Dragon/Attacker
    HP: 3010 (4000 w/ +99)
    ATK: 2063 (2558 w/ +99)
    RCV: 233 (530 w/ +99)
    Active: Change all orbs to Wood, Light & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (10 min)
    Awakenings: :awakening1::awakening1::awakening4::awakening4::awakening16::awakening10:
    Cutting-Claw Green Dragonbound, Sylvie
    Sylvie is probably the best board changer available to Gonia. On a rather short cd, you get haste and a tricolor board change that can be chained to by a heartbreaker to give you a wood heavy bicolor board. On top of that, she brings two rows, two TPAs and a skill boost, giving her a powerful set of offensive awakenings. Apart from her RCV, Sylvie has decent stats and your team probably won't even feel the low RCV anyway. The lack of sbr does hurt a little bit but she is an amazing package in every other way.

    God/Dragon
    HP: 4075 (5065 w/ +99)
    ATK: 1509 (2004 w/ +99)
    RCV: 250 (547 w/ +99)
    Active: Change all orbs to Wood & Light orbs.
    Cooldown: 19 Turns (12 min)
    Awakenings: :awakening1::awakening1::awakening16::awakening16::awakening16::awakening28::awakening1:
    Guardian Dragon, Avalon Drake
    Even before his uvo, Avalon was still a great board changer but he was lacking compared to Gonia. While his awakenings are still not very diverse, three skill boosts and three rows is nothing to complain about and the skill bind resist puts him on par with Gonia. Overall, he is now as good of a board changer sub as Gonia herself in most cases.

    God/Balanced
    HP: 3475 (3465 w/ +99)
    ATK: 1414 (1909 w/ +99)
    RCV: 346 (643 w/ +99)
    Active: Change all orbs to Wood, Light & Dark orbs.
    Cooldown: 14 Turns (9 min)
    Awakenings: :awakening3::awakening21::awakening25::awakening1::awakening19::awakening4::awakening16:
    Doumyou Guardian Genbu, Meimei
    GL Meimei is a usable board changer but nothing great. While she is a tricolor board changer on a low cd, she doesn't have any really great low cd monsters that can chain to her. Liu Bei is an option but his cd isn't too short and doesn't combo the same way as AMeimei does with him. On top of that, GL Meimei's awakenings are rather mediocre, basically just one row, TPA and skill boost. So, while she is usable, she is probably the worst of the bunch.

    Dragon/Balanced
    HP: 3938 (4928 w/ +99)
    ATK: 1820 (2315 w/ +99)
    RCV: 425 (722 w/ +99)
    Active: Change all orbs to Wood & Dark orbs.
    Cooldown: 19 Turns (12 min)
    Awakenings: :awakening1::awakening3::awakening23::awakening6::awakening16::awakening16::awakening28::awakening10::awakening1:
    Past Life Jade Dragon Caller, Sonia
    Gonia makes a solid board changer sub for herself primarily thanks to her awakenings. Her active is good but, without haste and being a bicolor board changer on a rather long cd, it isn't anything special. Her awakenings, on the other hand, are impressive and better than most of the other board changers. Double rows, double skill boosts, an orb enhance and a skill bind are a great set of awakenings that makes her well worth a sub slot.


    Orb Changer
    Dragon/Attacker
    HP: 2625 (3615 w/ +99)
    ATK: 1705 (2200 w/ +99)
    RCV: 353 (650 w/ +99)
    Active: Change Heart & Dark orbs to Wood orbs. Recover 3000 HP.
    Cooldown: 15 Turns (10 min)
    Awakenings: :awakening1::awakening3::awakening26::awakening16::awakening4::awakening4::awakening4:
    Restrained Dragon Hero, Liu Bei
    Liu Bei's double orb change is great for making rows but his long cd isn't the best. Gonia does have a rather easy time stalling though so it shouldn't be too hard to stall for Liu Bei if needed. Apart from that, his awakenings are good but not too amazing. His triple TPAs are usually great to have but, with a 6.25x multiplier, they don't pump out a ton of damage. You would need another 5-orb match to utilize the triple TPAs outside of trash mobs and, in that case, you'd be better off making a row and three orb match instead. However, they are still there and do give you something to do when you cannot make a second row. The row, orb enhance and skill boost are also nice to have, giving him good awakenings overall.

    God/Balanced/Dragon
    HP: 3745 (3835 w/ +99)
    ATK: 1644 (2139 w/ +99)
    RCV: 409 (706 w/ +99)
    Active: Change Water orbs to Wood orbs, Fire orbs to Heart orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening1::awakening6::awakening16::awakening28::awakening16::awakening28::awakening10::awakening1::awakening10:
    Brave Vanquishing Deity, Perseus
    Perseus is an amazing sub and key for many end-game dungeons and harder content. His active allows for him to function both as an orb changer and a heartmaker, giving you the option to burst and/or heal. While a single heart match and a few combos are usually enough to heal up most Gonia teams to full, having a heartmaker is great for cases of orb troll while stalling or when your heart orbs get changed. Apart from that, his awakenings are also amazing, especially with his suvo. He now packs double rows, double skill bind resist and double skill boosts. Between him and two Gonia leads, you already have 80% sbr and 2 extra seconds. His awakenings and active make him a great sub for Gonia and something definitely worth rolling for.

    Machine/Dragon
    HP: 3339 (4429 w/ +99)
    ATK: 1246 (1741 w/ +99)
    RCV: 205 (502 w/ +99)
    Active: Change top-most row into Wood orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening27::awakening27::awakening16::awakening1::awakening1::awakening6:
    Gale CyberDragon, Alnair
    Though Alnair makes only 6 wood orbs at a time, the fact that he guarantees you a row (and Gonia's higher multiplier) and has haste makes him definitely worth mentioning. His low cd essentially makes him a reusable row-making haste. His awakenings are also decent, with double rows, two bind resists and a skill boost. Being unbindable with a bind clear awakening put his unbindability to good use though he is not a heartmaker himself. Overall, he is a solid sub with his insta-row, haste and awakenings.

    Dragon/Balanced/Machine
    HP: 3238 (4228 w/ +99)
    ATK: 1412 (1907 w/ +99)
    RCV: 366 (663 w/ +99)
    Active: Change Fire orbs to Wood orbs.
    Cooldown: 9 Turns (5 min)
    Awakenings: :awakening4::awakening3::awakening4::awakening3::awakening3:
    Reincarnation ADKZ
    ADKZ reincarnated as a machine dragon thing that is worth mentioning. While in the bigger picture he still isn't a great short cd orb changer, primarily due to his awakenings, he because one of the best farmable subs. Though max leveling him is a huge investment, he is a great sub if you don't have another short cd orb changer. His awakenings are somewhat lacking, particularly when it comes to rows and skill boosts. However, just like Verd, he makes up for his rows with 3 orb enhance awakenings. The lack of skill boosts also sucks but, with a team that stacks them very easily, it isn't a huge loss. The double TPAs aren't too useful seeing how the main focus is rows but they are there if needed. His stats were also immensely buffed, making it so that they no longer are a downside to using him. Overall, while he does face stiff competition from other short cd orb changers, if you don't have those options then ADKZ is an amazing sub that doesn't handicap you.

    God/Physical/Dragon
    HP: 4118 (5108 w/ +99)
    ATK: 1337 (1832 w/ +99)
    RCV: 182 (479 w/ +99)
    Active: Change Heart & Poison orbs to Wood orbs. Recover 3000 HP. Bind recovery for 2 turn.
    Cooldown: 12 Turns (6 min)
    Awakenings: :awakening1::awakening27::awakening16::awakening12::awakening16::awakening27:
    Steadfast Bearded Deity, Guan Yu
    GGY serves as a short cd heartbreaker, helping create more wood orbs to activate Gonia's higher multiplier. He also hits poison orbs, giving him some situational use in addition to his other use. His bind clear, now at two turns, works well with his two bind resist awakenings, making it so that stalling binds becomes a little easier. Apart from that, he brings two skill boosts to the table, helping stack skill boosts for the longer cd board changers, along with one row. Overall, he makes for a solid short cd orb changer for Gonia and helps get you enough orbs to get Gonia's full multiplier.

    Dragon/God
    HP: 3300 (4290 w/ +99)
    ATK: 1618 (2113 w/ +99)
    RCV: 316 (613 w/ +99)
    Active: Change Light orbs to Wood orbs, Heart orbs to Light orbs.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening1::awakening4::awakening16::awakening28::awakening27::awakening27::awakening4:
    Shinra Dragon God Saiga Another
    Gold Saiga's active is pretty good, changing light orbs to wood orbs on a short cd. The heartbreaking part isn't the best, especially when you need to heal while you burst, so that is one downside to his active. His awakenings are great, with two TPAs and a row for offensive purpose as well as a skill bind resist and two bind resists for defensive use. He makes for a solid package thanks to his awakenings, with the only downside being his useless heartbreaking.

    Dragon/Attacker
    HP: 3530 (4520 w/ +99)
    ATK: 1690 (2185 w/ +99)
    RCV: 101 (398 w/ +99)
    Active: Randomly spawn 3 Wood & Heart orbs from non Wood & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening28::awakening10::awakening16::awakening10::awakening4::awakening4:
    Fall Wind Jasper Dragon Caller, Kaede
    Kaede's active only spawns three wood orbs, making her not too great of an orb changer, but the low cd haste and the fact that she can fix bad full board changes or be chained to by a heartmaker does work in her favor. Her awakenings are mostly the wrong focus, having only TPAs and no rows, but the skill bind resist is usable for when you need a skill bind immune team. Overall, not a great sub but definitely usable.

    God/Balanced
    HP: 3090 (4080 w/ +99)
    ATK: 1565 (2060 w/ +99)
    RCV: 361 (658 w/ +99)
    Active: Change Heart & Fire orbs to Wood orbs.
    Cooldown: 16 Turns (8 min)
    Awakenings: :awakening4::awakening16::awakening22::awakening1::awakening28:
    Hunt God of the Holy Bow, Artemis
    GL Artemis is overshadowed by her other evolution but Gonia unfortunately cannot use her better form. Not possessing the triple rows her other ultimate has, GL Artemis has mediocre awakenings overall though the skill bind resist is nice. Her active is a rather short cd double orb change and that is basically her one and only strength. She is Liu Bei with a shorter cd and worse awakenings that targets a different orb type.


    Damage Enhancer
    Balanced
    HP: 2775 (3765 w/ +99)
    ATK: 1228 (1723 w/ +99)
    RCV: 362 (659 w/ +99)
    Active: Enhance Wood orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening3::awakening28::awakening3:
    Ace Archer, Green Arrow
    Green Arrow seems mediocre overall, being a silver collab egg with mediocre stats and only three awakenings. While skill bind resists are great, he only has two orb enhances in addition to that, no rows, TPAs or skill boosts even. However, what makes him worth running is his active. He is a really short cd orb enhancer with haste, which is amazing compared to many other orb enhance actives. So, while his stats are not the best, he brings a skill bind resist and a short cd orb enhance with haste to the table and that really makes him worth considering.

    Dragon
    HP: 3140 (4130 w/ +99)
    ATK: 1359 (1854 w/ +99)
    RCV: 243 (540 w/ +99)
    Active: Delay 1 turn to all enemies. Enhance Wood orbs.
    Cooldown: 16 Turns (8 min)
    Awakenings: :awakening1::awakening26::awakening16:
    ForestBahn
    ForestBahn is a decent enhancer primarily thanks to his active's delay. In most cases, you probably won't need the delay if you are bursting but, when you won't be able to OHKO, it can come in handy. His awakenings are mediocre, only having one row and skill boost, but they aren't too horrible. Generally, you'd probably only use Bahn when you need the delay.

    Balanced/Dragon
    HP: 2859 (3849 w/ +99)
    ATK: 1328 (1823 w/ +99)
    RCV: 324 (621 w/ +99)
    Active: Delay 1 turn to all enemies. Enhance Wood orbs.
    Cooldown: 15 Turns (11 min)
    Awakenings: :awakening16::awakening3::awakening4:
    My Melody & Brachys
    Melody is basically the same as Bahn but with worse HP and awakenings. Her delay can come in handy when you cannot OHKO with your burst but, in most cases, an enhanced burst will be enough. Her awakenings are rather bad, with no rows and only really a skill boost and orb enhance. Generally, you'd only really use Melody when you need the delay.

    Dragon/Balanced
    HP: 2960 (3950 w/ +99)
    ATK: 1512 (2007 w/ +99)
    RCV: 301 (598 w/ +99)
    Active: Inflict ATK x20 Wood damage to all enemies. Wood attribute ATK x1.3 for 2 turns.
    Cooldown: 30 Turns (8 min)
    Awakenings: :awakening1::awakening16::awakening1::awakening4:
    Wind Twin Star Fafnir
    Since Fafnir and Canopus are the two most accessible enhancer options, a comparison between them is only natural. Canopus has far superior stats to Fafnir, especially HP, while Fafnir has a second row in place of an auotheal, giving him notably better awakenings. While Canopus does provide a bigger burst with his orb enhance as opposed to Fafnir's 1.3x, Fafnir is on a 4 turn shorter cd, making him much more reusable while also lasting two turns. Generally, Canopus provides better stats and a bigger burst while Fafnir boosts your row count and allows for easy reuse and multi-turn use.

    Dragon
    HP: 2287 (3277 w/ +99)
    ATK: 1254 (1749 w/ +99)
    RCV: 0 (297 w/ +99)
    Active: Dragon type cards ATK x2.5 for 1 turn. Delay 1 turn to all enemies.
    Cooldown: 21 Turns (11 min)
    Awakenings: :awakening17::awakening16:
    Ancient Draggie Knight, Zeal
    Draggie. Garbage stats, garbage awakenings, amazing active. Unfortunately, his active isn't so great as to make up for the rest of him. Now that he is easier to farm and has easier skill-ups, he can be used for earlier teams but, outside of that, he really only sees use when you absolutely need the delay.

    Dragon/God
    HP: 4326 (5316 w/ +99)
    ATK: 1602 (2097 w/ +99)
    RCV: 179 (476 w/ +99)
    Active: Deal 30000 Wood damage to all enemies. Enhance Wood orbs.
    Cooldown: 20 Turns (5 min)
    Awakenings: :awakening1::awakening16::awakening4::awakening12:
    5 Mechdragon Fusion, God Canopus
    Canopus was basically just the definition of a mediocre enhancer. He has good stats, he enhances orbs and has a row, skill boost and TPA. Outside of serving his purpose once a dungeon, he basically didn't do much but bring a row enhance. However, with his cd buff, he got a bit better now that he is on a ridiculously low cd. You probably won't need to enhance as often as he is up but having the ability to drop an enhancer every couple turns is a noteworthy accomplishment.

    Dragon/God
    HP: 2992 (3982 w/ +99)
    ATK: 1352 (1847 w/ +99)
    RCV: 95 (392 w/ +99)
    Active: Deal ATK x50 Wood damage to all enemies. Wood & Light attribute cards ATK x2 for 2 turns.
    Cooldown: 20 Turns (14 min)
    Awakenings: :awakening1::awakening16::awakening2::awakening2::awakening2::awakening2:
    Shinra Sacred Dragon God Saiga
    Silver Saiga has a great two turn 2x enhance but the long cd really hurts his usefulness. While you'll often have enough skill boosts to get him up by the fboss, you'll probably never use him twice in one dungeon. If you only need him once, then that isn't a big deal and he is a great enhancer. His awakenings basically boil down to one row and one skill boost with the resists being situationally useful, so they aren't much but they aren't horrible either.

    Balanced
    HP: 2515 (3505 w/ +99)
    ATK: 1405 (1900 w/ +99)
    RCV: 348 (645 w/ +99)
    Active: ATK 1.3x for 1 turn for every Wood and Dark row on the team.
    Cooldown: 19 Turns (14 min)
    Awakenings: :awakening6::awakening27::awakening27::awakening28::awakening16::awakening1:
    Jade Jewel Princess, Cameo
    Cameo is easily the best damage enhancer available to Gonia. Her multiplier is 1 + (0.3 * (# of wood and dark rows)), so you start off with a 3.1x multiplier just between Cameo and your leaders. On top of a good row board, that multiplier basically guarantees you kill whatever you were up against and, with more rows, it becomes even more ridiculous. That should be enough evidence to prove her active is great. Her awakenings are also pretty solid as well, bringing a row for her active as well as two bind resists, a bind clear awakening and a skill bind resist. While her HP is a bit on the low end, overall she is an amazing package and definitely worth using.


    Heartmaker
    Balanced/Devil
    HP: 3243 (4233 w/ +99)
    ATK: 1656 (2151 w/ +99)
    RCV: 473 (770 w/ +99)
    Active: Change Water orbs to Heart orbs. Enhance Heart and Wood orbs.
    Cooldown: 9 Turns (5 min)
    Awakenings: :awakening11::awakening3::awakening4::awakening12::awakening4::awakening16::awakening27::awakening27:
    Awoken Parvati
    While heartmaking is useful for stalling, heartmaking alone (as opposed to a double orb changer like Perseus) isn't too great. AParv does enhance heart and wood orbs though, allowing you to chain a heartbreaker for an entirely enhanced burst, so she can replace a damage enhancer while having a really low cd for reusability. Her awakenings are not the best, being TPA oriented, but the orb enhance, skill boost and unbindable are pretty useful. Overall, she is a damage enhancer that sets up a burst on a really low cd, which is an amazing package.

    Dragon
    HP: 2218 (3208 w/ +99)
    ATK: 922 (1417 w/ +99)
    RCV: 372 (669 w/ +99)
    Active: Recover 3000 HP. Change Water orbs to Heart orbs.
    Cooldown: 13 Turns (6 min)
    Awakenings: :awakening2::awakening2::awakening3::awakening16::awakening3::awakening1::awakening3::awakening1::awakening16:
    Green Sky Fruit, Melon Dragon
    While heartmaking is useful for stalling, heartmaking alone (as opposed to a double orb changer like Perseus) isn't too great. Melon serves primarily as an awakening stick. While you can combo with a heartbreaker, there isn't much reason to not just carry another orb changer instead seeing how Melon doesn't enhance like Parv. His awakenings, however, are far better than Parv's, bringing two rows, two skill boosts and three orb enhances. Generally, you'd be better off running something else but Melon can help boost row counts early game.


    Utility
    Physical/Dragon
    HP: 4370 (5060 w/ +99)
    ATK: 1386 (1881 w/ +99)
    RCV: 298 (595 w/ +99)
    Active: 50% damage reduction for 3 turns. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (11 min)
    Awakenings: :awakening3::awakening4::awakening27::awakening27::awakening16::awakening16::awakening4::awakening10:
    Awoken Susano no Mikoto
    Nothing much to say here, just use him if you need a shield. He is a solid shield on a good cd and brings haste too. His awakenings are nice, having two bind resists, double TPAs, double skill boosts and an orb enhance.

    Balanced/Devil
    HP: 3274 (4264 w/ +99)
    ATK: 1611 (2106 w/ +99)
    RCV: 481 (778 w/ +99)
    Active: Recover 30% of max HP. Bind recovery for 3 turns.
    Cooldown: 9 Turns (7 min)
    Awakenings: :awakening6::awakening12::awakening27::awakening27::awakening16::awakening1::awakening3:
    Awoken Ceres
    If you need bind recovery, ACeres is generally your answer if something like GGY, who has use outside of bind clearing, doesn't suffice. Her awakenings guarantee that she'll get the job done, having two bind resists with a bind clear awakening too, while also packing a row, skill boost and orb enhance.

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

    God/Balanced
    HP: 4299 (5289 w/ +99)
    ATK: 1303 (1798 w/ +99)
    RCV: 548 (845 w/ +99)
    Active: Inflict ATK x 50 Light damage to 1 enemy, and drain 15% of the damage you dealt. Bind recovery for 2 turns.
    Cooldown: 17 Turns (9 min)
    Awakenings: :awakening16::awakening27::awakening27::awakening16::awakening12::awakening12::awakening12::awakening12:
    Shining Lance Wielder, Odin
    GOdin's only real purpose is bind clearing and I really cannot think of many situations where he is worth using over GGY, for example. Both are unbindable with two skill boosts, GGY has more usefulness with his row and orb changing along with a shorter cd while GOdin has no offensive awakenings and has a rather useless heal as opposed to orb changing. So, in most cases you are better of using GGY or Ceres if you have the option.
     
    Last edited: Apr 1, 2016
  3. Derpinator

    Derpinator The Derpiest

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    4. Other Subs

    Orb Changer

    Many of these subs are usable but not much more than that. While they do serve their purpose of orb changing, they are pretty bad in most other aspects. Their awakenings are lackluster or they just don't offer much to the team in general. Osiris and Phact are exceptions in that their awakenings are pretty good but their TPA focus doesn't benefit the team very much. Earth Dragon Knight is also not too bad but overshadowed by GGY quite a bit.

    Enhancer

    Some of these enhancers, like Freyja and Zhao Yun, can definitely be used but face stiff competition from the likes of Canopus and other enhancers. Others, like Delgado and Medjedra, are type specific, working better in teams that are Balanced focused. The remaining ones are budget farmable options for people who don't have better options, though Canopus is always available. Nordis works as an enhancer in that his gravity offsets a lot of necessary damage, especially for higher HP bosses. However, on such a long cd he isn't reusable and he loses you damage on every turn outside the boss because he is off-type. He has good awakenings going in his favor but probably isn't too useful outside of Arena.

    Heartmaker

    He sucks. No rows like Melon, no enhanace like Parv. He is just here. I don't know why. I should get rid of him.

    Utility

    These aren't bad utility subs, they are just either niche or overshadowed. Bastet's only use is overriding decreased time, not something you'd really need often. Droid breaks defense, maybe for Gonia teams without Liu Bei. Wee Jas and Ceres both clear binds but other things do it better, like Awoken Ceres.
     
    Last edited: Mar 11, 2016
  4. Derpinator

    Derpinator The Derpiest

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    5. Team Skeletons

    Beginner Teams

    Beginner teams don't need to be anything special, most things early game can be cleared as long as you heal up and deal damage. Seeing how healing up is one thing Gonia does best, you just need to make sure your team is on-type so you actually do some damage. Wood Dragons and Balanced types may not be the easiest thing to come by so, if you don't have any other options, going off-color is better than going off-type.


    As you progress, you should aim to pick up farmable orb changers to help you create wood orbs for actual damage. Though rows aren't as necessary early on, being able to do damage still is and this is where the orb changers come in handy. Luckily, there are quite a few usable farmable orb changers that you can get early on.

    Intermediate Teams

    Intermediate teams should start sticking to being on-color while also aiming to stack rows for real damage. Teams at this stage are heavily determined by what you have gotten from the REM so far so there is a lot of variation here. The above team is low on rows, only having five with an ultimate evolved Gonia friend, so the double enhancer helps boost the damage further.

    Later Game/End-Game Ready Teams
    Since Gonia's real power comes from her second multiplier, your team will need to be able to get the full 3.75x often for any real damage.

    Things to keep in mind for general team building:
    • Board changers usually are a great way to get you wood heavy boards. Bicolor board changers, while not the most reliable for bosses, can serve as standalone bursts for smaller bosses. Tricolor board changers can be chained to for more reliable wood heavy boards to burst with.
    • Short cd orb changers are great to have just because you don't often have a full row on the board naturally.
    • Enhancers are mainly based on your team and the dungeon you are tackling. If your damage output isn't high enough, an enhancer can remedy that. If the enhancer will be overkill, the slot can be better utilized with an orb changer probably. Basically, use as needed.

    Example Builds


    9 :awakening1: 3 :awakening3: 10 :awakening16: 5 :awakening28:
    Probably one of the more high-end builds, this can probably get you through most dungeons. You have three board changers with a friend, skill bind immunity with a Gonia friend, plenty of rows and your Gonias will be up turn three (assuming your last slot doesn't have skill boosts). With skill bind resists, row counts and orb changing covered, your last slot is flex. If you need a shield and don't want to pair with Sylvie, you can put that in the last slot. If you need an enhancer or delay, you can slot that in there. If you need two additional things, like both a delay and shield, then GGY or Perseus can be dropped, though the latter loses you skill bind immunity.


    7 :awakening1: 6 :awakening3: 10 :awakening16: 3 :awakening28:
    The poor but not really poor build aka my build. Basically a kinda good but still budget build, this team only falls behind the more ideal build in a few aspects. The first and most important is skill bind resist. Basically any combination of the ideal and higher end subs that cover the general team skeleton will get you a usable team that can clear quite a bit of content. However, without the specific set of ideal subs, you'll have difficulty covering the skill bind immunity without resorting to inferior options. In many dungeons, you can just stall out the skill bind with your insane RCV but, with things like C10 and Arena, when you get a skill bind along with orb changes and hard hits, that is not the case. Apart from that, this build has one fewer row but twice as many orb enhances and caps at 10 or 11 skill boosts. While that is a lot of skill boosts, you lose the option of having your Gonia up first turn. This isn't that big of an issue though because you have Verd, Liu Bei and GGY up first turn. In the end, the main problem with this team is skill bind immunity.

    Arena Skeletons

    Video of clear. Key features of this team:
    • 100% skill bind resist - Crucial for consistency. While you can stall many binds out, having hard hits that require healing every turn leaves you open to orb troll, especially if the enemy is changing orbs, like Hera-Is.
    • Shield - For large preemptives and for stalling. Even if you have enough HP to tank hits, having a shield helps avoid orb troll. Pairing with Sylvie helps offset the need for a shield somewhat, giving you more HP for less RCV, but then you need to make sure to make up for your friend's lost skill bind resist.
    • Gravity - Bursting down Kali is a huge task and would require most of your skills to do so, something you cannot easily pull off. Nordis gets you past the first turn on Kali and also has some useful awakenings.
    • Heartmaker - You'll need to stall quite a bit and relying on skyfall to heal you for a dungeon as long as Arena is risky.
    • Enhancer - With one off-color slot, you'll probably need an enhancer for some of the harder floors along the way and that is what this slot covers. A specific enhancer isn't needed here, so anything works.


    This team is a minor variation of the above team with many of the features being the same. However, it drops Gravity for Cameo, who covers the enhancer slot and Kali. Cameo's burst is huge and gives you a 4x from your 10 total rows. Combined with your leaders' multipliers, you are sitting at 56.25x on top of 8 row enhances and a row burst board. Even paired with a less than optimal Gonia board, Cameo can destroy most things before Kali. On Kali, Perseus+GGY+Cameo can easily get you the 21 mil damage first turn as long as you have been combo well and distribute enhanced orbs between your rows.

    One downside of this build is that you no longer have an active dedicated solely for Kali. While you won't need Cameo often, she still is your only enhancer option and that means you'll be using her on other floors too. This forces you to be careful with your active usage because you'll need to have Cameo up before you get to Kali and, on a 14 turn cd, that means a lot of stalling. Luckily, with your RCV and Susano's shield, this shouldn't be too difficult but it is an added problem.

    Just like with the above build, Susano can be dropped if you choose to pair with Sylvie and you'll need a sub with skill bind resist to make up for the Gonia friend. However, in this case, you'll also need to make up for Sylvie's lower multiplier since you are trying to brute force your way through Kali. Sylvie over Gonia cuts the row count for Cameo's active down to 9 and that coupled with the lower multiplier is bad news. So you'll probably need something like Avalon Drake in place of Susano. He bumps your row count up to 11 wood and 1 dark, bringing Cameo to 4.6x and your total multiplier to 56.025x. While that is lower than what you originally had, you also have 3 more wood rows to boost your damage.
     
    Last edited: Mar 20, 2016
  5. Derpinator

    Derpinator The Derpiest

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    6. Potential Leader Pairings
    These leaders are sorted roughly by how good of a pairing they make with Gonia. Gonia is generally the best pairing for herself while Sylvie comes at a close second because of the tanky setup she makes when paired with Gonia. The other leads are generally inferior options with some benefits that make them worth running in certain situations.

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

    Gonia is obviously a great pairing for herself. You get the highest ATK multiplier with this pairing, 3.75x, and a ridiculous amount of RCV. The RCV is more than you need and does seem to be excessive at some point seeing how healing up with one heart combo isn't as useful when your HP isn't too high itself. In those situations, pairing with the likes of Sylvie can be a better pairing if needed. Gonia's awakenings are probably the best of the options, with double rows, double skill boosts, a skill bind resist, orb enhance and a bind clear.

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

    Sylvie is probably one of the best non-Gonia pairings available primarily because she gives you a tanky set-up. With 2x HP and 2.5x RCV, you are looking at upwards of 40k HP and at least 6k RCV. Your multiplier does take a hit when you don't use an active and you lose one skill bind resist but this tanky setup can get you through most if not all of end-game with the right subs and investment.

    God/Physical/Dragon
    HP: 4118 (5108 w/ +99)
    ATK: 1337 (1832 w/ +99)
    RCV: 182 (479 w/ +99)
    Active: Change Heart & Poison orbs to Wood orbs. Recover 3000 HP. Bind recovery for 2 turns.
    Cooldown: 12 Turns (6 min)
    Awakenings: :awakening1::awakening27::awakening16::awakening12::awakening16::awakening27:
    Leader Skil: Physical & Dragon type cards ATK x3.5, RCV x1.5 when HP is greater than 20%.

    While GGY is essentially a weaker Gonia that doesn't cover Balanced and is off-type, he still makes for a good pairing. Orb changers are key for Gonia because you often won't have 5 or 6 wood orbs naturally on the board, so you'll be playing with 2.5x ATK there. GGY's 3.5x multiplier helps buff up your damage in those situations and is only slightly lower than Gonia's full multiplier while also being a short cd orb changer himself. The lower RCV is not a loss seeing how 6.25x is overkill anyway and the conditional is practically nonexistent. The main downsides to GGY are that he doesn't cover Balanced subs, like Verd and Perseus, and that he lacks a skill bind resist.

    Dragon/God
    HP: 3300 (4290 w/ +99)
    ATK: 1618 (2113 w/ +99)
    RCV: 316 (613 w/ +99)
    Active: Change Light orbs to Wood orbs, Heart orbs to Light orbs.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening1::awakening4::awakening16::awakening28::awakening27::awakening27::awakening4:
    Leader Skill: Wood attribute cards ATK x3. Light attribute cards RCV x2.

    Saiga is in a similar situation as GGY, providing a higher multiplier than Gonia's base while also functioning as a short cd orb changer to help reach Gonia's full multiplier, while also having a skill bind resist. A huge downside to Saiga is that his multiplier is much lower than Gonia's highest, 3x instead of GGY's 3.5x and Gonia's 3.75x, something you'll probably notice in serious dungeons.

    God/Balanced/Dragon
    HP: 3745 (3835 w/ +99)
    ATK: 1644 (2139 w/ +99)
    RCV: 409 (706 w/ +99)
    Active: Change Water orbs to Wood orbs, Fire orbs to Heart orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening1::awakening6::awakening16::awakening28::awakening16::awakening28::awakening10::awakening1::awakening10:
    Leader Skill: ATK x2 when simultaneously clearing 4 connected Wood orbs. ATK x0.5 for each additional orb, up to ATK x5 at 10 connected orb.

    Perseus works rather well with Gonia just based on her playstyle. While his scaling multiplier does hurt your damage a bit and only gives a 3x with a row, his awakenings make him a situationally useful leader pairing for people in need of his 40% skill bind resist. Outside of that situation, it would probably be better pairing with some other leader.

    God/Balanced
    HP: 3255 (4245 w/ +99)
    ATK: 1467 (1962 w/ +99)
    RCV: 502 (799 w/ +99)
    Active: Change all orbs to Fire, Wood & Heart orbs.
    Cooldown: 14 Turns (9 min)
    Awakenings: :awakening4::awakening16::awakening3::awakening28::awakening3::awakening16::awakening3::awakening10:
    Leader Skill: Wood attribute cards ATK x3 when HP is less than 50% ( Wood attribute cards ATK x3.3 when HP is full. Wood attribute cards ATK x3.15 when HP is greater than 50%. ). Fire attribute cards HP x1.5.

    The main reason Verd is on here is because she is probably on everybody's friend list in bulk. While her multiplier is somewhat conditional, her lowest multiplier is still higher than Gonia's base though her highest is lower than Gonia's highest too. Verd also doesn't have a RCV multiplier, which isn't a huge deal though, but instead brings a HP multiplier for fire monsters. Apart from Liu Bei and Verd herself, many of your monsters probably won't benefit from this. However, she is still usable for dungeons where you don't really need a Gonia pairing.
     
    Last edited: Mar 20, 2016
  6. Derpinator

    Derpinator The Derpiest

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    7. Friend Directory
    Name ID Leaders
    Derpinator 374 010 307
    | |
    --- | Hyper | Hyper
    Ronsonson 348 057 231
    | | |
    Penta | Penta | Penta | Penta
    Trekiguy 325 374 243
    Hyper
    Cobalt@PG 319 750 278
    Hyper
    Saroth@PG 309 775 229
    |
    Hyper | Hyper
    Scales 376 017 382
    |
    Hyper | Penta
    Zaz123 374 768 293
    |
    --- | Hyper
    Hylvia 361 803 324
    |
    --- | Hyper
    Hansey@PF 361 643 234
    |
    --- | Hyper
    King Spin 334 866 333
    |
    Penta | Penta
    Mk#2 329 448 276
    |
    --- | ---
    Ele 392 922 398
    ---
     
    Last edited: Mar 10, 2016
  7. Derpinator

    Derpinator The Derpiest

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    reserved post :V

    ill reserve the descend posts as needed
     
  8. Derpinator

    Derpinator The Derpiest

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  9. dms1485

    dms1485 an old noob

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    so so excited to see contents!! very happy you started this
     
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  10. King Spin

    King Spin That Guy

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    Alright what can i do to help fill in some of that blank space cant wait to have a gonia guide thats comprehensive like the ggy guide
     
  11. Derpinator

    Derpinator The Derpiest

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    right now we just need a listof all the subs along with friend ids and theorycrafted teams for diff points in the game
     
  12. King Spin

    King Spin That Guy

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    So glad youve already got a reasonably comprehensive sub list as for team skeletons my late game farmable team is a reasonable set up Gonia/ADKZ for low cd changer/ Canopus for enhance/ Generate or Gravitin Earth Dragon for secondary changer and full board option/ Fafnir for rows tpa and minor multi turn boost/utility usually Melon or Draggie its all dragon but its farmable lol
     
  13. King Spin

    King Spin That Guy

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    What can i do to help finish the sub list? I assume its the closest thing to starting out finished with ggy having all the worth while dragons already should i just padx all of the balance monsters then whittle down a list out of on color and useful utility
     
  14. Derpinator

    Derpinator The Derpiest

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    i think what im more interested in is seeing where people think different subs stand in the rankings
     
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  15. sl946

    sl946 Well-Known Member

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    Interesting. I have been trying to theory craft a Gonia team using the monsters in my box that would be viable in the current meta. The best I could come up with is Gonia/Gonia/Saiga/Perseus/Kanna/Sylvie. That has 100% SBR, ridiculous hps/rcv (particularly when hypermaxed), a heartmaker, and three full board changers. Sylvie+Saiga gives a 2/3 green 1/3 light board that is perfect for burst rounds. It should almost guarantee two green rows and have enough light orbs for a TPA or two for Kanna. If I don't need 100% SBR, I might replace Perseus or Gonia with Alnair, Avalon Drake, or Liu Bei. This team has only eight green rows, though, which isn't that much in the current meta where Thor/I&I/Bonia/Nepdra teams regularly pack 10-15 (or more) rows. And Kanna as an off-color enhancer is kind of awkward, but a damage booster is critical on these grindy teams, and the only alternatives I can think of are silver egg Saiga (with bad stats and awkenings) and Draggie (who also has bad stats and awakenings and doesn't boost non-dragons).

    I feel like some additional tweaks to Gonia are needed to make her a viable lead. Right now there is a major shortage of green dragon/balanced orb changers with multiple rows. If they changed her LS to boost attackers rather than balanced then suddenly Michael, Artemis, and Awoken Freyja enter the sub pool, making her much more viable. Or they could change two of her rows to TPA's, and you could build a TPA team with some combination of Liu Bei, Susano, Osiris, and Verdandi. (Maybe there are others that I'm not thinking of.) Either option would also help address another major weakness, namely the lack of a damage enhancer. Boosting attackers solves the problem with Awoken Freyja. And Kanna would fit much more naturally on a TPA team (although she is still off color).

    I might invest in the team I listed above at some point, but right now I have other teams that could clear more content with less investment. I'll watch this thread with interest, though. Maybe there are some other team building options that I'm overlooking.
     
  16. Inagaki

    Inagaki What are you, TAMA ?

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    I am looking forward of the final version of your guide !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
     
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  17. King Spin

    King Spin That Guy

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    At this point everyone from the ggy list probably transfers maintaining current standings except perhaps melon who drops to useable seeing as his active is nearly pointless to this team outside of chain but his on color and awakenings are still useful
     
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  18. King Spin

    King Spin That Guy

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    Beach gonia probably drops to good her awakenings are nice on a tpa heavy team but with the leaders being board change all she really brins in is haste and im not sure at this point that makes a difference on this team since she cant be used to get gonia up anyways
     
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  19. sl946

    sl946 Well-Known Member

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    The set of balanced subs that I would consider using on a Gonia team is sadly almost non-existent. Perseus is probably the best option since he creates both green orbs and hearts and provides a row plus two SBR's. Awoken Ceres provides a row and is an unbindable bind clearer. G/L Artemis is a double orb changer with a row. G/L Meimei is a full board changer with a green row that also synergizes nicely with Saiga. G/L Freyja gives two green rows and a mild attack boost. Verdandi is a full board changer with a finger and a SBR. Delgado would be a nice damage enhancer if all of your subs were balanced (although good luck with that). Godin would be a stat stick that can clear binds. Osiris might be usable on a TPA-team, but I don't know that a TPA Gonia team is viable unless GungHo teams Gonia a bit. Awoken Bastet might be usable as an awakening stick, but that's about it. And ADK, Cu Chu, Zeus-Dios, King Woodsie, Medjedra, and Armadel are some possible farmable options, although none of them are very strong.
     
  20. Derpinator

    Derpinator The Derpiest

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    just throwing up the list of subs so ppl dont have to wade thru jp stuff and bad stuff

    gonia
    sylvie
    verd
    osiris
    armin maybe
    susano
    beach gonia
    odindra
    phact
    kaede
    abastet
    melody
    gold saiga
    silver saiga
    aparv
    brachys
    earth dragon knight
    armadel
    liu bei
    perseus
    zhao yun
    wee jas
    delgado
    aceres
    odin
    forestbahn
    gl meimei
    ggy
    cuchu
    canopus
    draggie
    avalon
    fafnir
    melon
    gl artemis
    adkz
    invade saiga
    alraune
    sylph
    woodsie
    freyja
    green arrow
    juda
    garmut
    medj
    droid
    fortoy
    green pirate
    gigarock
    mini gzl
    gigarock

    think thats all of them
     
    Last edited: Dec 5, 2015

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