Arbiter of Judgement Metatron Coming Soon Table of Contents Sections in RED are links to quick jump to the post where that section starts to minimize scrolling. I. Introduction II. Gameplay i. Row Enhances ii. Skill Boosts iii. Skill Bind Resist iv. Latent Awakenings v. Managing HealthIII. Team Building i. Leader & Pairings ii. Subs a. Dark Cards b. Situational Options c. Non God/Attacker d. Water Cards e. Fire Cardsiii. Team Compositions iv. Advanced Building a. Skill-Ups b. +EggsIV. Dungeons i. Normal ii. Technical iii. Weekday iv. ChallengeV. Descends VI. Friend List VII. Helpful Links VIII. Change Log IX. Guide Contributions X. Closing Remarks Introduction Hello, my name is Jolo and I’ve been playing PAD for a little more than 650 days now. I am slight IAP having bought only a few packs but put those towards box space and some on farming Tamadras, monster EXP from Super Kings, and a little to plus eggs. Coming from this viewpoint, I was thrilled to get DMeta back in May 2014 as my first “endgame” god. I know a lot of what it is like to play as non-IAP and not have ideal teams. Pandora no longer eludes me, but checking out videos has shown me that although off color, Apocalypse a solid sub for DMeta. Skill boost and skill bind resist are very welcome, and he has a nice fat HP stat to complement the team. More on him later. I love using this card to attempt to beat descends and other aspects of the game. The previous topic had so much to offer in terms of strategy and different builds. While it is great, a lot of it is outdated as DMeta’s ultimate active skill helps alleviate some of its previous form’s problems of getting in the zone. The new leader skill also opens up the usable sub pool a whole lot, and a lot of off-color cards I’ve used to complete descends and help snipe when stalling (GZL, Kushi, LMeta, etc.). Her newest update on NA completely opens up her sub pool and makes Dark focused team building the color of choice. I hope you guys will find this guide useful and I’ll do my best to update it as much as I can and add strategies to share for those who love using this sort of team in game. A lot more content has opened up since the previous guide was last updated. Much more is here now and we have a lot more usable options. There are coin dungeons, challenge dungeons, challenge descends, and these things I hope to help you guys 0 stone with the guide in order to help those who are non-IAP save the stones for fun things like rolling on godfests/collab REMs or opening up more box space. Gameplay DMeta is a very powerful card, capable of completing many Mythical descends and Legend+ dungeons assuming you’ve obtained enough plus eggs from playing. Her leader multiplier may not be the highest at first glance, at only 16x from both leaders, but the benefit to God and Attacker types, cards typically with the highest attack stats in game, coupled with many row enhance awakenings lead to a very powerful team. She has recently received a buff for her leader skill massively increasing the team's HP pool, which is only further expanded by Latent Awoken skills. There's definitely more potential for her to push Legend+ and higher challenge dungeons. The newest buff has allowed her to shine not only as a row based team but also as one that can work with TPAs or a hybrid of both. DMeta can achieve about a 29x multiplier for Dark attribute cards in the zone. That's it, you just need to be under 50% HP. No matching a certain number of combos and no restrictions based on the type of the monster. As long as they are Dark in the right zone, you can get that big 29x boost. The latest update which is her current state over on the Japan servers is the addition of a skill bind resist, a much needed awoken skill that vastly increases the flexibility of her sub pool and drops the need for all the subs to have that awoken skill otherwise. Row Enhancements A lot of the extra power comes from the row enhancement awoken skill. When you make a row of orbs of one color, you get an additional 10% damage boost. This stacks up too! So if you have 5 row enhancements on the team, that's an increase of 50%, very nifty, and pushes your effective multiplier to near double since most DMeta teams tend to have 8+ row enhances on top of other awoken skills. Here is a way to break down the damage calculation: You can get an accurate total God/Attacker ATK from PADHerder if you keep on up to date and make a team with appropriate plus eggs. It'll also show your ATK there with the leader multiplier, but this way you can factor in combos and orb enhance. Two-Pronged Attack (TPA) What used to be mostly associated with Awoken Kagu and Liu Bei triple dongers, the single TPA has been present in some key DMeta subs for awhile: Hanzo, Persephone, Haku all had one and Gryps even had the double TPA. But now things have changed. Double TPA has become more prevalent in Dark cards, and while rows will still be a primary focus of Dark DMeta teams, the extra TPAs found in subs will be great. Each TPA gives a 1.5x attack boost to cards that have the awoken skill. These multipliers stack though, so 1.5 x 1.5 = 2.25 for sub with double TPA. If you are trying to conserve orb changers, these will help wipe trash floors or chunk down enemies HP without popping all your actives. Gryps, Awoken Hades, PAD Island Pandora and DValk are all strong double TPA subs that have pretty fast cooldowns and have one or even two rows! Keep an eye out for Persephone as she'll also have double TPA and double Dark rows. The new leaderskill has given an opportunity for Satsuki, a triple TPA sub to shine especially since she can also combo her actie with Haku. Skill Boosts Skill boosts are another factor in helping DMeta teams. When unskilled, some monsters have some fairly longer cooldowns. You don't want to wait 14 turns for Haku to be up. In a 5 floor descend, you might not be able to afford to stall that long. This is where skill boosts come in. Each skill boost awoken skill on a team will reduce the amount of turns you need before that card's skill is ready, but only for the first go. For example, you have two max awoken DMeta leads and a Hanzo on a team. DMeta is max skilled and so is Hanzo. There's 7 skill boosts just from the three of them. DMeta and Hanzo will be ready right from the get-go, but once you use their skills, you'll have to wait 7 and 5 turns respectively. For short descends and dungeons, this is great, and couples with why it will be really important to skill up your subs. Skill Bind Resist Skill bind is becoming more common in descends, especially when Orb invades are happening during the many frequent events. It's really important to know what you're up against and preparing to face descends with this mechanic can be tough. If you have the ability to stall out and keep healing through a skill bind duration, that's great! But what if it's a 99 turn skill bind? You'll run out of Dark orbs eventually, and you won't be able to use your damage reducing actives to help you stall either. That's where this awoken skill comes in handy. Each one on the team gives the entire team 20% skill bind. Stacking 5 will make you fully immune, so any more than that is unnecessary. Latent Awakenings These are a newer feature to PAD which add slight boosts to a team in the form of an extra 5 of these awoken skills per monster. Each monster can hold 5, and you can always feed new ones to a monster in which the oldest awoken skill gets replaced if there are more than 5. So far there is no guaranteed better set of these for a team. I'll go over the advantages of using certain latent awoken skills. HP/ATK/RCV: Any of these can be good depending on the investment of plus eggs on the current monster. HP is great as you can tank more hits or bigger hits and it scales with the multiplier given by both leaders. Too much RCV can make overhealing risky unless you run with a lot of low RCV cards on your team. Damage Resist: These can also help you tank hits, notably from 100% gravities or huge preemptive shots in harder dungeons. Aim for the colors of the monsters that do these attacks if you choose to go down this route. Time Extend: Combo shields are more common in newer content, and you may find this useful as making rows to maximized damage while squeezing in combos in between rows can be difficult at times. This will give you more time to manipulate the orbs into a favorable arrangement when you make your move. I believe some of the best combos would be to use are all Dark Resist latents, all HP Resist latents, or 1 of each color resist latent. Managing Health A big part of the gameplay of DMeta teams is health management. Her leaderskill is a conditional 3x ATK when under 80% HP and 4x ATK when under 50% HP. Being under 50% sounds dangerous but with leveled and some plussed cards, DMeta teams can reach 50k HP, so being under 50% will put you around 20k-25k HP, which is where many other teams that are currently strong in the meta stand. Overhealing can mean game over if you have no way to survive the enemies attack even if you were to stone to continue. With that being said, there are many ways to control your health pool. Heartbreakers, HP reducers, damage reducers, poison orb makers, are just some of the ways you can manipulate your HP in order to take on the game’s dungeons with DMeta. You’ll need to constantly save dark orbs in order to keep doing damage, so comboing to clear the board and orb changers are very important. Managing your cooldowns and dark orbs is key, but managing heart orbs becomes necessary later on too, where you will have to yo-yo from full health to nearly dead almost every floor on some descends just to keep going. Pros: DMeta has a very powerful team compilation coming from the pool of Dark subs available. Also being Dark attribute means that her teams typically go unresisted (save for dark absorb skills on some descends). With fast orb changers like DValk and Hanzo, you can easily sweep through the normal and even technical dungeons. Her recent HP buff lets her be capable of taking on tougher and more recent dungeons even if not as many plus eggs have been invested into her team and the new open restriction on cards and increased multiplier give her huge damage potential. Cons: Being primarily a mono-color and sometimes two-color team composition, DMeta is not an ideal team to take into dungeons that require all main attributes unless you happen to have the right subs with the needed subattributes. Combo shields are less of a problem now if you run a TPA based team, but her lack of many time extends on her subs can make achieving rows and combos harder. Big boards are harder to match rows on but should give more damage potential. Team Building Team building for DMeta has changed so much with the coming of her ultimate evolution. What used to be a limited good sub pool has expanded greatly when the allowance of God types and now unrestricted for the main bulk of damage. Most teams will focus on Dark because DMeta carries those rows, but other strong options will be hybrids of Dark/Water or Dark/Fire depending on your box. There are Light and Wood subs that are handy but the overall synergy just isn’t as good. Monster format is going to look like this: The where obtained will be either which dungeon they come from or what REM they are from. If they can be obtained in a number of places, I mark it as Farmable, and if it belongs to a specific pantheon I will name that. Keep in mind that if it does belong to a pantheon it is REM only. I will add leader/active skills to leader and leader pairings and active skills to subs at a later time. Leader & Pairings Arbiter of Judgement, Metatron | Godfest Exclusive God/AttackerHP: 3530ATK: 1931RCV: 333 Arbiter's Word: Dark attribute cards HP & ATK x1.35. All cards ATK x4 when HP is less than 50%. ATK x3 when HP is less than 80%.Dispelling Breath: (10 / 5) Enhance Dark orbs. +6% per orb, up to +180% for full board. 35% damage reduction for 1 turn. The leader for your team. She herself is a great stat stick with a hefty HP and ATK and decent RCV. Her active is 35% damage reduction for 1 turn and enhance dark orbs. Useful for taking on preemptives and adding a little bit of oomph to your attack. The two leads together give 6 skill boosts, and even unskilled on a standard team she is usually ready at the start or within a turn. Having her skilled up makes her utility all the more useful and can get you ready on opening turns when your team is lacking skill boosts. She is 100% bind proof and can soak up bind attempts to Water and Dark. Two leads on their own have enough power to do T5 and some T6 farming on their own as long as they have the Dark orbs to keep hitting hard. In most situations, you'll want to select another ultimate DMeta as your friend leader. This will give you the max attack bonus with the HP conditional. If you don't happen to have DMeta but want to pair with one, or don't have DMeta friends to use with yours, here are some other options. arbiter of judgement, metatron | Special PAD REM Exclusive God/AttackerHP: 3230ATK: 1831RCV: 333 arbiter's word: Dark attribute cards HP x 1.35. God & Attacker type cards ATK x4 when HP is less than 80%. Dispelling Breath: (10 / 5) Enhance Dark orbs. +6% per orb, up to +180% for full board. 35% damage reduction for 1 turn. With this being a Dark Metatron guide, we're gonna give a shoutout to chibi DMeta here. Her awoken skills leave much to be desired as you lose all your Skill Boosts and Dark Rows, only remaining unbindable, and having a TPA and Dark Orb enhance. Even so this chibi has solid stats with only 300 less HP and 100 less ATK. Unfortunately, she didn't receive the same leaderskill buff as her non-chibi counterpart, but still a strong lead and is great for a pure TPA team. Wailing Bleak Night Goddess, Pandora | Heroes God/DevilHP: 2948ATK: 1374RCV: 509 Disaster Strikes: ATK x2 when simultaneously clearing 4 connected Dark Orbs. ATK x0.5 for each additional orb, up to ATK x4 at 8 connected orbs.Secret Box: (13 / 8) Change Wood to Dark and Light to Heart. Pairing with Pandora means you'll need to be constantly matching consecutive dark orbs and still stay under an HP threshold in order to get any multiplier. Her portion of the multiplier will apply to any card, but you're going to be needing more Dark orbs in order to keep pumping out damage. This can be used to your advantage if you want to stall and not overkill on a floor. She also has better damage scaling for 4 orb matches making her damage scaling more controllable. Hell-Creating Archdemon, Lucifer | Archdemons Devil/AttackerHP: 2078ATK: 1706RCV: 554 Dawn of a Dark Age: Attacker type cards HP x1.35, ATK x3.Evil Nova: (20 / 5) Deal 150000 Dark damage to all Light enemies. Affected by enemy element and defense. Enhance Dark orbs. +6% per orb, up to +180% for full board. Playing with this ultimate of Devil Lucifer will mean your team needs to be more geared around Attackers. He provides an unconditional 3x ATK to attackers meaning your max leader multiplier will only be 16x. His active is also an enhance so remember not to bring any more of those with you into the dungeon. He has an 1.35x HP multiplier too which can help you reach some HP thresholds and stall out longer. Moonbeam Fang Witch, Lilith | Farmable Attacker/DevilHP: 1427ATK: 1458RCV: 608 Lunatic Requiem: Attacker type cards ATK x3.Poison Mist: (15 / 10) Devil type cards ATK x1.5 for 1 turn. Inflict Poison damage equal to ATK x1 to all enemies every turn. Ignore enemy element and defense. D/L Lilith is another pairing you can use. She has the same ATK multiplier as Lucifer for Attackers, but her active will be useful if you're paired with her in the alt. dungeons to take out the the Pys (Piis? spelling?). Hand of the Dark God, Metatron | Godfest Exclusive God/AttackerHP: 3230ATK: 1881RCV: 333 Executioner Blitz: Attacker type cards ATK x4 when HP is less than 80%.Dispelling Breath: (10 / 5) Enhance Dark orbs. +6% per orb, up to +180% for full board. 35% damage reduction for 1 turn. Of course, we can also fall back to the D/L DMeta. Ahh, brings back memories. Anyways, you'll still need to focus on Attackers since D/L DMeta doesn't boost God types, but you're back to the powerhouse 16x ATK boost with the same 80% or lower HP conditional. Her active was changed to match the ultimate so you can have the fast damage reduction or orb enhance. She lacks the new HP boost as well which is something to keep in mind.