Tri-Color Chinese God Teams: Lineup and Gameplay (Mainly Byakko Central) ✪ Introduction ✪ Hi there and welcome to the Tri-Colored Chinese God thread! With all the new Chinese god users on the forum now, I thought it would be nice to clarify some things on the style of gameplay these teams require and the subs that should be used. Byakko, Suzaku, Genbu and Seiryuunow have their own threads. If you are looking for information on Kirin teams, I recommend that you check out Kitsch's thread. If you are looking for specific information on the gods aside from Byakko, here are some other more specific resources (some WIPs): [table cellspacing=10 cellpadding=10] Heavenly Guide Suzaku Appreciation ThreadGuardian of Life Seiryuu Appreciation ThreadTortoise Mountain Genbu Appreciation Thread[/table] Table of Contents ✪ ✪-✪-✪ I. Introduction and General Tips ✪-✪-✪-✪-✪ II. Potential Subs and Sample Lineups ✪-✪-✪-✪-✪-✪-✪ III. Various Dungeons and Descend Strategies- Legend Difficulty ✪-✪-✪-✪-✪-✪-✪-✪-✪ IV. Descend Strategies continued- Mythical ✪-✪-✪-✪-✪-✪-✪-✪-✪-✪-✪ V. Friend List Registry ✪-✪-✪-✪-✪-✪-✪-✪-✪-✪-✪-✪-✪ As fun as the Chinese gods may be at first, you must learn to play with them in a certain manner for the mid-game and later dungeons since stalling is incredibly important for you to be able to tackle bosses. You absolutely need to be able to stall long enough for their actives to be up to defeat dungeon bosses- and even then their consecutive actives may not be enough at times, thus delay (if available) is a must have. Keep in mind that orb trolling is likely to occur when running these teams, but orb changers are not the solution to this problem necessarily. It is absolutely crucial that one learns how to store certain colored orbs for burst damage while refreshing the board with a decent amount of combos. The Misconceptions "All you need is Orb Changers" Let me say this right off the bat- orb changers are not everything on a Chinese God team. This seems to be a widespread misconception. They (the mystic knights and the various heartbreakers) are relatively easily obtainable subs, but they are far from the ideal. There is no need to stuff your team full of them since without utility subs, your build will be capable of little more than farming. Besides, if you can refresh your board reliably, you do not even need them. I am not trying to belittle their importance though in any lineup. There seems to be an idea floating around that the more orb changers, the better though. :-/ Of course, if you do not have any better subs than it is okay to use them by all means, but they should never ever take precedence over delay and/ or enhance. Keep in mind that x12.25 is not sufficient to one-shot all mid-game dungeon bosses even. "x12.25 is too under-whelming" Sure x12.25 is no x25 or even x16, but Tri-Colored Chinese God Teams are able to utilize element attack enhance actives such as those possessed by the Norse gods more efficiently than most Egyptian or Kirin teams in order to compensate for this. Add on some row enhance and you have the potential to have amazing damage output. But of course, damage is not everything and utility should not be sacrificed for such! _____________________________________________________________________ General Information Lineup In my opinion, lineups should generally include subs of the same color as their respective Chinese god leaders- especially if an orb changer and/ or heartbreaker is included. This makes it easier to stall. If a monster with delay is available in any of the colors that a Chinese god leader covers, you will likely want to make sure to place them in your lineup! If you have a max-skilled Echidna and are using a Suzaku or Byakko team, you will quickly realize how valuable she is I understand that Seiryuu and Genbu are at a bit of a disadvantage because they lack synergy with the easily accessible Echidna, but that does not mean that their teams should be discredited entirely. Gameplay To run Chinese God teams in later dungeons, the ability to combo 4+ times, conceptualize the necessary orb matches, and move orbs fast enough is mandatory. As a Horus user, it took me a while before I got accustomed to this. It just requires a lot of practice and a different outlook on orb matching. Keep in mind that low tier techs, normals, and EC (for the most part) are simply confidence boosters. The real challenge arrives when you attempt to tackle dungeons higher than Tomb of the Saint- Deep if the Chinese god is your starting roll or higher than Ocean of Heaven if you are already an experienced player. Stalling Enemies: Timers and Types Always pay attention to the timers on monsters before attacking- most Egyptian team users are likely familiar with this, but those of you new to spike damage teams need to take heed of this every wave. You can afford to make mistakes here and there, but it’s nothing like 2/4/2 mono-colored teams, where you can easily tank hits from ogres, masks, etc. It is easy to be wowed by the damage multiplier at first… Just don't be too trigger happy when entering a dungeon and start combo-ing as soon as you see the orbs on your board fall. Note the timers on every wave. That one turn you could have stalled for might make the difference between life and death later down the line. A largely mono-colored team aids with stalling. One can quickly defeat mobs with an orb match in the dominant color + a few additional combos on the side. This is best used to tackle those annoying devils that are always on 1 timers in later dungeons. Eventually you will find those divine masks a godsend XD Looking up the amount of damage each monster in the dungeon will deal you can also help out with stalling considerably. Know which monsters will one shot you, bind your leads, etc. A few more tips on Stalling from Bhelrudan: There is a pretty safe way to stall with Chinese teams without much risk of accidental activations. Just try to only clear one of your three required colors per turn in addition to the off colors. Don't make any combos with the other two required colors. So with Byakko for example, on your first stall turn clear as many dark orbs as you can without matching any red or blue (and maybe even breaking up pairs that are risks for skyfall). Then the next turn do red only, then blue only on the next, and cycle through. By doing that you'd have to have 2 different colors skyfall to cause an unintended activation, which becomes increasingly unlikely when you've cleared the board of those colors every 3 turns. Its rather difficult for a random skyfall to activate your leader skill unintentionally when it would need to happen twice, and there are very few orbs of the needed color anywhere on the board. Once you get to a point where you're ready to start activating again, just clear your off colors for a few turns, and your board should naturally start filling back up with the colors needed to activate. Orb Conservation Always count the number of orbs you have on your board in each of your god’s required colors. Another reason not to be too trigger happy Orb trolling is inevitable. Orb changers and heartbreakers are not the solution to this though- especially if you do not have them decently skilled up. The ability to combo and stall are infinitely more valuable in my opinion- besides, if you do plan to tackle Descended dungeons with a Chinese god team, it is highly unlikely that you will be bringing a full team of these guys around. x12.25 does not make the cut without delay, enhance, etc. This is where stalling ties in to orb conservation. Whilst stalling, make sure to hoard orbs in each of the necessary colors toward the bottom of your board to prevent skycombos. _____________________________________________________________________ The Active Skill and Maximizing Damage [IMG=200x275]http://i.imgur.com/QQp3pQN.jpg[/IMG][IMG=200x275]http://i.imgur.com/KlrUmIo.jpg[/IMG] The board that any of Tri-colored Chinese gods' actives give you is entirely randomized. There is no method to the madness- no set amount of certain orbs, no nothing. You may receive a board with less than 3 orbs in one of the colors. that chances of this are very slim though. To maximize damage here, you want to make as many combos as possible out of the orbs you are presented with. It is important to note that you should not get into the habit of automatically using the actives of the Chinese Gods when you arrive at a boss wave. The first active to be used should almost always be delay. This will give you 4+ turns to take down a boss- 2 more turns than you have actives available for (unless you are using a duplicate Chinese god as a sub). If you have the right orbs on your board for triggering the leader skill of your Chinese God, by all means refrain from using the active then. You can think of the actives as panic buttons to be used on a boss when you are orb trolled. Of course, not all bosses have high hp that require you to use multiple, consecutive turns of triggering the actives of the Chinese Gods. With the implementation of dual element bosses (Minerva at Hera-Ur, the new Magic Stone Dragons, etc.), the timing of a Chinese god active should be taken into great consideration. Keep in mind that these bosses oftentimes do not hit too hard nor utilize potentially lethal skills while they remain within the first half of their hp. Stall and chip away at their health while remaining in this "safety zone" (pray that skycombos will not take you past its bounds). Hopefully if you are attempting these more difficult dungeons, you have a sense of how much damage output your team has- and that you have catered this to type advantage and disadvantage if applicable. Once you reach what you see as the appropriate hp mark, toggle the active skill of your respective Chinese god, trigger the maximum amount of combos you can given the board and hope for a large enough damage output to defeat the boss right then and there. Orb Changers and Burst Damage For tackling specific bosses according to type advantage though, orb changers are more suited for burst damage since the board the active provides is unreliable whereas an orb changing active skill (especially one of the Greek Gods 2.0) will lead to many orbs being in the desired color. When you use these orb changers though, make sure you have enough orbs in the other required colors to trigger the leader skill. You do not want a board of nearly all orbs of a single color since it is honestly no fun to rely on sky combos for damage. Make sure to keep not just the minimum, but a fair amount of orbs in the other colors of your respective Chinese god around before planning out when to use an orb changer burst in damage! The only exception to the rule for going for maximum combos applies to teams focused on row enhance. Even then, you want to maximize the amount of combos possible while maintaining leader skill activation requisites and creating rows of a particular element. Awoken Skills In this section I will only list the awoken skills that will impact your gameplay because unfortunately a majority don't do much for or bear considerable relevance to Byakko (due to the nature of potential subs) and other Tri-Colored Chinese God teams. This is not to say that they are useless though. They simply should not be prioritized if you are short on tamadoras or duplicates. Orb Enhance: Orbs in select colors will fall enhanced upon your board or be present in your board upon dungeon entry These skills are possessed by all of the Tri-Colored Chinese God leads in their respective elements. Effects of these awokens stack. With 6.4.3 around the corner, enhanced orbs will stay in their position regardless of orb changing. This means that it is possible to keep most of your board enhanced now instead of having to stare at those measly stragglers after a Seven Star Formation. Row Enhance: Increases damage of a specific element by 10% when clearing a row in its respective color Teams do have the potential to be built solely off of row enhance awokens with the Tri-Colored Chinese Gods' fourth awakening. But unless you have many REM exclusive subs available for use, this is not a feasible option. Even if you do (in the case of dark row enhances), a Satan team might do you more justice. All in all, utility is generally preferred still, but these awoken skills can only help your case. Skill Boost: Charges each of your monster's active skills by 1 turn upon entering the dungeon Invaluable in dungeons where stalling is very difficult, this class of awoken skills is very helpful, but is only possessed by REM exclusives in addition to many of the farmable dragons. Time Extension: Increases the amount of time you have to move orbs by 0.5 s per awoken skill This skill is only possessed by Dumpty and Yomi in terms of relevance to Byakko teams. It can only aid your potential damage output and both subs have relevant active skills, albeit that which Yomi possesses is less necessary though.