(WIP, Team Building) Myr!

Discussion in 'Team Guides' started by Drakylon, Jul 30, 2016.

  1. Drakylon

    Drakylon Active Member

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    8/15 Update: Myr has been buffed to 7.7x (59.29x dual leads) in JP.

    She's finally here!

    [​IMG]

    Overview
    With a relatively simple 7x multiplier and 50% shield, Myr exploded onto the PAD scene as one of the best, if not the best, farmable leader in the game. Her awakenings and leader skill also support any playstyle - combo, row or TPA focused. Not only that, Myr sports one of the highest weighted stat totals at 1000, and with good distribution to boot. However, this is not a leader for new players: Myr herself only drops in a considerably difficult dungeon, and her evolution materials come from fairly difficult dungeons as well. She herself also requires a boatload of investment, including 15 skillups, about 15 million experience and a whopping 5 fully evolved descend bosses. However, Myr will reward you for that investment by being a powerhouse of a leader.

    Leader Options

    Star Cutting Time Dragonbound, Myr

    :monster2: / / :monster1:
    HP: 4380 (5370 @ +99)
    ATK: 1710 (2205 @ +99)
    RCV: 660 (957 @ +99)
    Active - Moon Phase: Randomly spawn 7 Heart orbs from non Light & Heart orbs. Give 7 seconds to move orbs without triggering matches.
    Cooldown: 22 Turns (Min: 7 Turns at Lv. 16)
    Awakenings: :awakening27: :awakening27: :awakening28: :awakening4: :awakening19: :awakening21: :awakening21: :awakening21: :awakening16:
    Leader Skill - Eternal Dragon Unity - Torvio: ATK x7, reduce damage taken by 50% after matching Heal orbs in a cross formation. Increases time limit of orb movement by 2 seconds.

    With excellent stats all around, a great set of awakenings, an amazing leader skill and a synergetic active skill, there's really no reason not to pair with another Myr. A 2x Myr pairing also gives the team a whopping 8 seconds of orb movement time before taking awakenings into account, which is great for those not too familiar with matching crosses.

    Scampering Newlywed, Gadius
    :monster2: / :monster7:
    HP: 3063 (4053 @ +99)
    ATK: 1204 (1699 @ +99)
    RCV: 753 (1050 @ +99)
    Active - Sunrise Zone: Change all orbs to Fire, Light & Dark & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 16 Turns (Min: 10 Turns at Lv. 7)
    Awakenings: :awakening19: :awakening6: :awakening21: :awakening10: :awakening19: :awakening27: :awakening27: :awakening16:
    Leader Skill - Follow me tightly!: Dragon type cards HP x1.35. All attribute cards ATK x3 when reaching 1 set of Heart combo. ATK x3.5 for each additional combo, up to ATK x6.5 when reaching 2 combos.

    Frankly, I'd be skeptical if one said that they couldn't find a Myr friend to pair with, but found a wedding Gadius. Myr/LGadius is a possible pairing, but it's not very ideal. The tiny HP boost can be helpful for tanking things without needing to burn 5 hearts every turn, but this pairing is not only straight up weaker than Myr/Myr but also more orb-intensive, since you need 8 orbs to reach a 45.5x multiplier.
     
    Last edited: Aug 15, 2016
  2. Drakylon

    Drakylon Active Member

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    Sub Options - Orb Changers/Makers
    For the most part, the subs on a Myr team want to make both light and heal orbs. I'll be splitting this section into several parts: one for orb makers that make both Light and Heart orbs, one for orb changers that make either of the two and one for farmables.

    Light + Heart Board Changers
    Afterglow Destroyer Dragon, Apocalypse

    :monster2: / :monster1: /
    HP: 4000 (4990 @ +99)
    ATK: 1650 (2145 @ +99)
    RCV: 179 (476 @ +99)
    Active - Final Judgment: Change all orbs to Heart, Light and Dark orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 16 Turns (Min: 10 Turns at Lv. 7)
    Awakenings: :awakening4: :awakening19: :awakening28: :awakening22: :awakening16: :awakening16: :awakening4: :awakening19:
    Fittingly for its types, Apocalypse is possibly the best orb maker there is for Myr. Dark orbs can easily be fixed to Light or Heal ones using fast 1-orb changers, and the haste effect helps the rest of the team. Not only that, Apocalypse's stats and awakenings help the team out a lot, allowing it to tank certain hits even without a cross shield. Apocalypse also supports either a row or a TPA playstyle, which is nice. The only bummer is that Apocalypse is somewhat rare, being neither a pantheon god nor a GFE and thus only being boosted by Galas and Carnivals.

    Judging-Claw Orange Dragonbound, Saria
    :monster2: / :monster1:
    HP: 4118 (5108 @ +99)
    ATK: 1518 (2310 @ +99)
    RCV: 120 (417 @ +99)
    Active - Shine Flare Ring: Change all orbs to Heart, Light and Fire orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (Min: 10 Turns at Lv. 6)
    Awakenings: :awakening19: :awakening19: :awakening4: :awakening16: :awakening10:
    While not quite as good as Apocalypse, Saria can support her fellow Dragonbound as a solid board changer. Her active skill is nearly identical to that of Apocalypse, only making the inferior Fire rather than Dark. Unfortunately, Fire -> Light is rather difficult to find, though Fire -> Heart is fairly common. Still, there are ways to fix a bad Saria board; the row/column makers and Myr herself come to mind. Saria's awakenings can support any playstyle, but is a bit skewed towards rows.

    Scampering Newlywed, Gadius
    :monster2: / :monster7:
    HP: 3063 (4053 @ +99)
    ATK: 1204 (1699 @ +99)
    RCV: 753 (1050 @ +99)
    Active - Sunrise Zone: Change all orbs to Fire, Light & Dark & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 16 Turns (Min: 10 Turns at Lv. 7)
    Awakenings: :awakening19: :awakening6: :awakening21: :awakening10: :awakening19: :awakening27: :awakening27: :awakening16:
    Wedding Gadius returns... as a sub-par sub despite his rarity. His skill is even less reliable than Saria's, and typically requires another skill chained to it to make a board with enough Light and Heart orbs to burst. However, Gadius + DQXQ does make a perfect Miru board with a (theoretically) 1:1 Heart:Light ratio. Still, it's usually better to use Apocalypse + DQXQ or Saria + Akechi to make a 2:1 board skewed towards Light for even more burst, especially since Myr only needs 5 Heart orbs to burst.

    Light + Heart Orb Changers
    Awoken Da Qiao & Xiao Qiao

    :monster1: / :monster2:
    HP: 3215 (4205 @ +99)
    ATK: 1421 (1916 @ +99)
    RCV: 641 (938 @ +99)
    Active - Flawless Devotion: Change Dark orbs to Light orbs, Fire orbs to Heart orbs. Change Jammer, Poison & Mortal Poison orbs to Water orbs.
    Cooldown: 12 Turns (Min: 8 Turns at Lv. 5)
    Awakenings: :awakening19: :awakening7: :awakening10: :awakening16: :awakening19: :awakening7: :awakening28: :awakening19:
    Awoken DQXQ is a great orb changer for a row-based Myr team, making both Light and Heart orbs in spades as well as removing negative orbs. The sisters are noteworthy in that they can fix both Apocalypse boards lacking Light orbs and Saria boards lacking Hearts, though Myr's skill is usually better for the latter as to not overflow the board with Hearts. It's worth noting that while the Awoken version is optimal for the first one in a team, Da Qiao is a viable alternative and should be used for any subsequent duplicates in a team.

    Fervent Monkey King, Sun Wukong
    :monster1: / :monster6: / :monster7:
    HP: 3728 (4718 @ +99)
    ATK: 1374 (1869 @ +99)
    RCV: 576 (873 @ +99)
    Active - The Compliant Rod: Change Water orbs to Light orbs, Dark orbs to Heart orbs.
    Cooldown: 13 Turns (Min: 8 Turns at Lv. 6)
    Awakenings: :awakening19: :awakening6: :awakening16: :awakening28: :awakening16: :awakening19: :awakening10: :awakening16: :awakening4:
    Sun Wukong is a great orb changer for Myr, having a similar active skill to DQXQ that makes both Light and Heart orbs. Wukong's awakenings also have utility behind them with 3 Skill Boosts and a bind recover, and don't totally ignore TPA teams. However, his active skill cannot fix Saria boards, and only fixes Apocalypse boards lacking Hearts, which Myr does better. Despite this, Wukong is a great sub that can easily be run in duplicates on a Myr team.

    Deeply in Love Newlywed, Akechi Mitsuhide
    :monster1: / :monster3:
    HP: 2828 (3818 @ +99)
    ATK: 1719 (2214 @ +99)
    RCV: 189 (486 @ +99)
    Active - Wkizashi's Vow: Change Fire orbs to Light orbs, Water orbs to Heart orbs. Enhance Light orbs.
    Cooldown: 13 Turns (Min: 8 Turns at Lv. 6)
    Awakenings: :awakening19: :awakening28: :awakening16: :awakening19:
    If you're lucky enough to have rolled an Akechi in the June Bride REM, he makes for a good sub on a Myr team. He combines orb changing and orb enhance into a single sub, making him a potent 1-skill burst. His skill can also fix a Saria board lacking Light, which is very nice. Unfortunately his awakenings and stats leave a bit to be desired.

    Light Only
    First Sunshine's Shadow, Hanzo

    :monster5: / :monster3:
    HP: 2089 (3079 @ +99)
    ATK: 1898 (2393 @ +99)
    RCV: 480 (777 @ +99)
    Active - Ninja Art Thousand Lanterns: Change Fire orbs to Light orbs.
    Cooldown: 10 Turns (Min: 5 Turns at Lv. 6)
    Awakenings: :awakening4: :awakening19: :awakening16: :awakening16: :awakening28:
    New Year's Hanzo is a nice and fast orb changer that is capable of fixing Saria boards lacking Light. There's really not much else to say about him, other than the fact that he is a decent candidate for skill inheritance.

    Saintly Bell Bride, Eschamali
    / :monster1:
    HP: 3805 (4795 @ +99)
    ATK: 1555 (2050 @ +99)
    RCV: 293 (590 @ +99)
    Active - Promise Bouquet - Light: Change Wood, Heart, Jammer, Poison & Mortal Poison orbs to Light orbs. Increase skyfall chance of Light orbs by 15% for 4 turns.
    Cooldown: 15 Turns (Min: 10 Turns at Lv. 6)
    Awakenings: :awakening21: :awakening21: :awakening21: :awakening21: :awakening21: :awakening21: :awakening21: :awakening28: :awakening16:
    Eschamali sports a ridiculous seven Orb Enhance awakenings, and her skill makes a great board full of light. However, she does break hearts, so her skill needs to be followed up by a heartmaking skill, usually Myr.

    Innocent Newlywed, Satsuki
    :monster2: / :monster5:
    HP: 4005 (4995 @ +99)
    ATK: 1703 (2198 @ +99)
    RCV: 146 (443 @ +99)
    Active - Dream Dragon Dance - White Cloud: Change Water, Jammer, Poison & Mortal Poison orbs to Light orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 12 Turns (Min: 7 Turns at Lv. 6)
    Awakenings: :awakening4: :awakening28: :awakening16: :awakening4: :awakening4:
    A great sub for a TPA-focused Myr team. While wedding Satsuki can't combo with any board changers of note, she can act as a backup anti-Beelzebub as she converts Poison orbs to Light. She's also another good candidate for skill inheritance, with great awakenings and a low-cooldown base skill.

    Awoken Apollo
    :monster7: / :monster5:
    HP: 2758 (3748 @ +99)
    ATK: 1853 (2748 @ +99)
    RCV: 516 (813 @ +99)
    Active - Sunlight Harmony: Change Dark & Heart orbs to Light orbs. Increase skyfall chance of Light orbs by 15% for 2 turns.
    Cooldown: 12 Turns (Min: 8 Turns at Lv. 5)
    Awakenings: :awakening4: :awakening16: :awakening21: :awakening4: :awakening28: :awakening21:
    Similarly to Eschamali, Apollo can generate a board filled with light. And while not as great as Eschamali's, Apollo's awakenings are great as well. However, Apollo breaks hearts, so he must be followed up by a heartmaking skill, usually Myr.

    King's Gaze Demon Lord, Baal
    :monster3: / :monster5: / :monster7:
    HP: 2893 (3883 @ +99)
    ATK: 1826 (2321 @ +99)
    RCV: 530 (827 @ +99)
    Active - Curse of the Lightning: Counter 3x damage taken with Light for 4 turns. Change Water orbs to Light orbs.
    Cooldown: 18 Turns (Min: 8 Turns at Lv. 11)
    Awakenings: :awakening16: :awakening19: :awakening16: :awakening19: :awakening19: :awakening27: :awakening27: :awakening28:
    Not a bad base card for a co-op team, since he has decent stats and Multi Boost. Baal's other awakenings are also very good, both in terms of offense and utility. However, his active skill could be better - an 8 cooldown single orb changer isn't exactly great. This combination of factors makes him a prime candidate for skill inheritance.

    Thunder Horn Master, Fuma Kotaro
    :monster6: / :monster3:
    HP: 4238 (5228 @ +99)
    ATK: 1311 (1806 @ +99)
    RCV: 39 (336 @ +99)
    Active - Ninja Art Wd to Lt: Change Wood orbs to Light orbs.
    Cooldown: 9 Turns (Min: 5 Turns at Lv. 5)
    Awakenings: :awakening4: :awakening19: :awakening16: :awakening26: :awakening26: :awakening26:
    Double killer and a whopping 3 Jammer resists makes Fuma Kotaro a nice utility pick for certain dungeons. His skill also isn't bad, though it doesn't synergize well with much of anything. He also packs a nice set of stats, so he's an alright candidate for skill inheritance if those awakenings are useful.

    Thundering CyberDragon, Shedar
    / :monster2:
    HP: 2804 (3794 @ +99)
    ATK: 1652 (2147 @ +99)
    RCV: 99 (396 @ +99)
    Active - Lightning Charge: Change top-most row into Light orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 13 Turns (Min: 8 Turns at Lv. 6)
    Awakenings: :awakening27: :awakening27: :awakening28: :awakening19: :awakening19: :awakening6:
    Shedar is a different style of orb maker. Instead of converting orbs, he makes the top row a row of Light. Not only does this ease puzzling, it can also fix just about any board as long as the required hearts aren't in the top row. Shedar's awakenings aren't terrible either, though the team doesn't particularly need a bind clearer. His stats are on the low end, though, so it may be better to inherit his skill rather than use him outright.

    Flashing-Clawed CyberBeast, Leonis
    / :monster5:
    HP: 2714 (3704 @ +99)
    ATK: 1757 (2252 @ +99)
    RCV: 168 (465 @ +99)
    Active - Plasma Signal: Change right-most column into Light orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 12 Turns (Min: 7 Turns at Lv. 6)
    Awakenings: :awakening27: :awakening27: :awakening28: :awakening4: :awakening4: :awakening6:
    Basically the same as Shedar, but a column change and for TPA teams. Note that Cloud has more or less an identical skill but more mixed awakenings, and that Rei Sirius has a faster column-make with no haste as well as inferior awakenings.

    Heart Only
    Space-Time Sorcerer, Wee Jas

    :monster2: / :monster7:
    HP: 2213 (3203 @ +99)
    ATK: 1054 (1549 @ +99)
    RCV: 504 (801 @ +99)
    Active - Protection Magic - Light: Delay 1 turn to all enemies. Change bottom-most row to Heart orbs
    Cooldown: 16 Turns (Min: 12 Turns at Lv. 6)
    Awakenings: :awakening27: :awakening27: :awakening10: :awakening10: :awakening6: :awakening16:
    While Wee Jas does come with a boatload of utility awakenings, Myr just doesn't need most of them. Both leaders are already unbindable, and the team has more than enough orb movement time already. Still, Wee Jas is useful in that he makes a row of hearts, and converting a line into a cross is relatively simple.

    Moogle
    :monster7: / :monster6:
    HP: 3211 (4201 @ +99)
    ATK: 10 (505 @ +99)
    RCV: 540 (837 @ +99)
    Active - Time for some moogle magic. Kupo!: Randomly spawn 3 Heart orbs from non Light & Heart orbs.
    Cooldown: 4 Turns (Min: 3 Turns at Lv. 2)
    Awakenings: :awakening22: :awakening22: :awakening26: :awakening26: :awakening11: :awakening11: :awakening28: :awakening10: :awakening16:
    If you have him, Moogle is an interesting option for a heartmaking sub. While he doesn't make quite enough hearts to activate Myr's skill, he can operate as an emergency heal or board fixer after an Apocalypse or Saria skill. His skill is also much faster than Myr's, so he can be spammed without much consequence. He also has a ton of great utility awakenings, including the rare blind, jammer and poison resists. However, his stats leave much to be desired; while his HP and RCV are decent, his ATK is virtually nonexistent.

    White Coach Princess, Cinderella
    :monster6: / :monster1:
    HP: 3030 (4020 @ +99)
    ATK: 802 (1297 @ +99)
    RCV: 507 (804 @ +99)
    Active - Protection Magic - Light: Change Water orbs to Heart orbs. Bind recovery for 3 turns.
    Cooldown: 11 Turns (Min: 6 Turns at Lv. 6)
    Awakenings: :awakening21: :awakening10: :awakening4: :awakening27: :awakening16: :awakening27:
    I suppose you can use Cinderella if you really don't have anything else. Of course, her clones in the event REMs also work. Unbindable bind recovery is nice, but considering Myr is unbindable it's not outright required. Water to Heart also isn't the best color for the team, as it conflicts with Wukong and can't fix any boards. Frankly, for an inherited skill Wood or Fire to Heart (i.e. Snow White, Thumbelina or Sleeping Beauty) would be superior.

    Nomadic Dancer, Fuu
    :monster7: / :monster5:
    HP: 2081 (3071 @ +99)
    ATK: 1436 (1931 @ +99)
    RCV: 548 (845 @ +99)
    Active - Double Light Guard: Change Wood and Dark orbs to Heart orbs.
    Cooldown: 12 Turns (Min: 7 Turns at Lv. 6)
    Awakenings: :awakening12: :awakening6: :awakening19: :awakening28: :awakening12:
    An even worse option than Cinderella, Fuu is most likely bottom of the barrel (excluding certain farmables). She doesn't even have the utility of an unbindable bind clearer, and Myr really doesn't need a double Heartmaker, so there're no pros to even use Fuu as an inherited skill.

    Farmables - Light Only
    Angel of Secret Destiny, Elia

    :monster1: / :monster7:
    HP: 2651 (3641 @ +99)
    ATK: 1523 (2018 @ +99)
    RCV: 614 (911 @ +99)
    Active - Holy Star: Change Dark orbs to Light orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 22 Turns (Min: 7 Turns at Lv. 16)
    Awakenings: :awakening4: :awakening4: :awakening16: :awakening28: :awakening24: :awakening24:
    If you can bother to skill this thing up 15 times, Elia makes for a decent single-orb changer that can fix an Apocalypse board lacking Light. Elia also has the advantage of hasting your allies, making Apocalypse's cooldown slightly shorter when combo'd with Elia. Elia's awakenings also aren't bad, though skewed towards a TPA build.

    Reincarnated Godly Knight of the Sky, Verche
    :monster1: / :monster7:
    HP: 3079 (4069 @ +99)
    ATK: 1397 (1829 @ +99)
    RCV: 408 (705 @ +99)
    Active - Light Orb Change: Change Dark orbs to Light orbs.
    Cooldown: 9 Turns (Min: 5 Turns at Lv. 5)
    Awakenings: :awakening4: :awakening21: :awakening4: :awakening21: :awakening21:
    An alternative to Elia for those that can't be bothered to dump tons of Piis or stamina into a subpar sub. While Verche is slightly worse than Elia due to not having a haste and having slightly worse awakenings, he does have the advantage of being faster and thus being able to use his skill twice in the span of Apocalype's cooldown.

    Farmables - Heart Only
    Star Cutting Time Dragonbound, Myr

    :monster2: / / :monster1:
    HP: 4380 (5370 @ +99)
    ATK: 1710 (2205 @ +99)
    RCV: 660 (957 @ +99)
    Active - Moon Phase: Randomly spawn 7 Heart orbs from non Light & Heart orbs. Give 7 seconds to move orbs without triggering matches.
    Cooldown: 22 Turns (Min: 7 Turns at Lv. 16)
    Awakenings: :awakening27: :awakening27: :awakening28: :awakening4: :awakening19: :awakening21: :awakening21: :awakening21: :awakening16:
    Myr can make for a pretty good sub for her own team. In particular, a team of 6 fully skilled Myr can make enough hearts per turn to stall most dungeons infinitely, since a single Myr skill spawns enough Heart orbs to activate her leader skill.

    Yellow Sky Fruit, Lemon Dragon
    :monster2:
    HP: 2155 (3145 @ +99)
    ATK: 951 (1446 @ +99)
    RCV: 372 (669 @ +99)
    Active - Lemon Shower: Recover 30% of max HP. Change Dark orbs to Heart orbs.
    Cooldown: 13 Turns (Min: 6 Turns at Lv. 8)
    Awakenings: :awakening20: :awakening20: :awakening12: :awakening16: :awakening21: :awakening19: :awakening21: :awakening19: :awakening16:
    Lemon Dragon comes with a decent skill, an amazing set of awakenings and terrible stats. It's nowhere near optimal, but if you really don't have anything to use on the team, it gets the job done.

    Sacred Dragon Beast, Angelion
    :monster2:
    HP: 2226 (3216 @ +99)
    ATK: 933 (1428 @ +99)
    RCV: 570 (867 @ +99)
    Active - Guard Stance - Light: Change Dark orbs to Heart orbs.
    Cooldown: 11 Turns (Min: 5 Turns at Lv. 7)
    Awakenings: :awakening24: :awakening24: :awakening27:
    ...Seriously, just go get another Myr. Angelion is the bottom of the barrel; terrible stats, a sub-par skill and useless awakenings. There's no reason to use it on a team, ever, especially on a Myr team where it can't even use the excuse of being useful for new players.
     
    Last edited: Aug 11, 2016
  3. Drakylon

    Drakylon Active Member

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    Utility Options
    This is where subs that don't orb change yet are still useful for the team go. This section will have two sub-sections: offensive utility (ones that increase your damage) and defensive utility (shields, bind clears, etc).

    Offensive Utility
    Even though Myr/Myr gets a 49x multiplier that is compatible with rows and TPAs, with the space required for a cross heal it's not quite enough for the tankiest enemies out there. As such, some way to increase that spike damage is much appreciated in difficult dungeons.

    Awoken Venus
    :monster3: / :monster7:
    HP: 3075 (4065 @ +99)
    ATK: 1436 (1931 @ +99)
    RCV: 645 (942 @ +99)
    Active - Beautiful World: Enhance Light orbs. Increase orb movement time by 2 seconds for 1 turn.
    Cooldown: 9 Turns (Min: 4 Turns at Lv. 7)
    Awakenings: :awakening4: :awakening12: :awakening16: :awakening19: :awakening19: :awakening12: :awakening19: :awakening21: :awakening28:
    Awoken Venus is the best orb enhance option there is. Not only does she enhance Light orbs on a 4 cooldown timer, she also gives the team even more time to move orbs around and overwrites negative move time debuffs. She also comes with an amazing set of awakenings rivaling those of ADQXQ. In fact, because of this and her low cooldown, Awoken Venus can act as a great carrier for inherited skills.

    Awoken Thor
    :monster3: / :monster5:
    HP: 3213 (4203 @ +99)
    ATK: 2150 (2645 @ +99)
    RCV: 184 (481 @ +99)
    Active - Rune Enhance, Light & Water: Light & Water attribute cards ATK x2 for 2 turns. Reduces cooldown of other skills by 1 turn.
    Cooldown: 16 Turns (Min: 12 Turns at Lv. 7)
    Awakenings: :awakening19: :awakening19: :awakening16: :awakening16: :awakening28: :awakening28: :awakening19:
    If you're in need of a stronger multiplier than an orb enhance, look no further than Awoken Thor. He gives you a great 2x multiplier to every Light (and Water) card in the team. Furthermore, it can be used to burst multiple floors as it lasts 2 turns. Thor also has a great set of awakenings as well as amazing stats.

    Dawn Sky Sun Dragon Caller, Kanna (and her clone)
    :monster3: / :monster5:
    HP: 3378 (4368 @ +99)
    ATK: 1610 (2605 @ +99)
    RCV: 353 (650 @ +99)
    Active - Dimension Song - Holy Fang: Dragon & God type cards ATK x2 for 1 turn. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (Min: 10 Turns at Lv. 7)
    Awakenings: :awakening4: :awakening28: :awakening16: :awakening4::awakening4:
    Since many of Myr's top subs are Dragon-type, Kanna can operate as a nice boost to your team's damage. Kanna's awakenings are also great for a TPA-based team, and her stats aren't bad either. Of course, if spending a sub slot on a damage booster isn't your cup of tea, Kanna can always be inherited onto someone else.

    Defensive Utility
    The fact that you have two unbindable leaders and a 75% shield on LS activation means that defensive utility really isn't a priority. However, sometimes it's nice to have a backup in case you flub that cross or the enemy just does way too much damage.

    To add: AAma, ASakuya, Maeda Keiji, light delayers, Indra?

    Shields and Damage Voids
    This section is for subs whose active skills reduce damage taken from enemies. I'd only suggest you use these if the dungeon you're attempting has rage hits for over four times your max HP; a LS activation will let you tank anything below that threshold.

    Heaven-Shaking Thunderdragon, Indra
    :monster2: / :monster4:
    HP: 3450 (4440 @ +99)
    ATK: 1467 (1962 @ +99)
    RCV: 319 (616 @ +99)
    Active - Heroic Dragon Guard: 75% damage reduction for 3 turns.
    Cooldown: 20 Turns (Min: 15 Turns at Lv. 6)
    Awakenings: :awakening10: :awakening28: :awakening16: :awakening28: :awakening19: :awakening19:
    Indra has a great set of awakenings and an amazing shield as an active. 75% for 3 turns on a 15 turn cooldown is about the best you'll get, in terms of shield power (aside from straight damage voids). However, at times it can get excessive, and while Myr can easily stall 15 turns, it's still a long time. In addition, unlike other shields, Indra's skill has no other effects besides a shield, limiting its flexibility.

    Archangel of Creation, Raphael
    :monster1: / :monster7: / :monster6:
    HP: 3720 (4710 @ +99)
    ATK: 1278 (1773 @ +99)
    RCV: 635 (932 @ +99)
    Active - Miracle of Healing: Change all orbs into Heart orbs. 100% damage reduction for 2 turns.
    Cooldown: 23 Turns (Min: 16 Turns at Lv. 8)
    Awakenings: :awakening19: :awakening16: :awakening6: :awakening19: :awakening19: :awakening19: :awakening16: :awakening28: :awakening19:
    And here is the strongest "shield" in the game -- a 100% damage void. Raphael allows the team to tank the strongest hits in the game, such as Sopdet's "Goodbye" and... well, I would say Lakshimi's "Nope! Wroong!" attack, but she binds your active skills for 6 turns. Unfortunately, Raphael's skill does come with the downsides of a long cooldown and a terrible board that does 0 damage without skyfall.

    Bind Clearers
    This section is for potential subs that can clear binds through their active skill. This section will not include bind clearers that operate by making a row's worth of hearts, since those are already in the orb changers section. Not really needed since Myr is unbindable, but they're here if you want them.

    Awoken Amaterasu (and her clones)
    :monster1: / :monster7: / :monster6:
    HP: 4811 (4710 @ +99)
    ATK: 1011 (1506 @ +99)
    RCV: 682 (979 @ +99)
    Active - Divine Illumination: Recover 40% of max HP. 4 turn bind recovery. Reduces cooldown of other skills by 1 turn.
    Cooldown: 12 Turns (Min: 8 Turns at Lv. 5)
    Awakenings: :awakening6: :awakening27: :awakening27: :awakening16: :awakening16: :awakening4: :awakening28: :awakening28:
    Probably one of the best bind clearer subs you can get. 4 turns is plenty for most of the binds in the game, and the haste is very nice, and it's on an 8 turn cooldown to boot. Amaterasu also has a great set of awakenings, offering 2 Skill Bind Resists and being unbindable herself. It's worth noting that her skill has a low enough cooldown that you can inherit her onto Myr, but frankly Cinderella's a better choice due to her also making hearts.

    Awoken Sakuya
    :monster1: / :monster7: / :monster6:
    HP: 3378 (4368 @ +99)
    ATK: 1570 (2065 @ +99)
    RCV: 504 (801 @ +99)
    Active - Kirin's Boisterous Dance: Reduce 20% of all enemies' current HP. 3 turn bind recovery.
    Cooldown: 14 Turns (Min: 10 Turns at Lv. 5)
    Awakenings: :awakening6: :awakening26: :awakening22: :awakening28: :awakening4: :awakening10: :awakening27: :awakening27: :awakening16:
    Awoken Sakuya can operate as a more offensive bind clearer. Instead of a heal and haste, she brings a decent gravity to the table, which can be helpful as a pseudo-damage boost. Her awakenings are a bunch of different utility awakenings that can be helpful, but the jammer and blind resists aren't very useful alone. Also, as with Amaterasu, you can inherit Sakuya onto Myr for the gravity, but Cinderella works better as a pure bind clearer.
     
    Last edited: Aug 7, 2016
  4. Drakylon

    Drakylon Active Member

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    Inheritance Options
    This section will focus on skills worth inheriting on a Myr team. Note that since only the skill is relevant, the card being inherited can be any color and that it's sometimes better to inherit an off-color card over an on-color one. I'm also not going to go too in-depth on the cards themselves; only their active skills.

    Fairy Tale Girls - Heartmaking, Bind Clearing


    This series of monsters each has a similar formula of skill: one color change to Heart, plus 3 turns of bind recovery. All of them can function well, but the ones that synergize best with Myr's optimal subs are Snow White (the blue one), Thumbelina (the green one) and Sleeping Beauty (the dark one).

    Orochi and Zeta Hydra - Delay


    These two many-headed dragons have the same active skill of Force, which is a 5 turn delay on a 20 turn cooldown. They can be useful for stalling for skills or just having the extra time to defeat an enemy. It's worth noting that Awoken Orochi can be used, but oftentimes the extra turn of delay from its base form is more useful.

    Baldin - Multiplier, Shield


    Baldin offers a mix of offense and defense. His active skill doubles damage dealt by your Dragon and Machine monsters for 2 turns, while also giving a 50% shield for the same duration. Myr herself and many of her subs are Dragon-type, making Baldin a great choice for a safe damage booster.
     
    Last edited: Aug 7, 2016
  5. Drakylon

    Drakylon Active Member

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    Reserved - Tips and Tricks
     
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  6. Drakylon

    Drakylon Active Member

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    Reserved - friend directory

    Discuss away!
     
  7. Striku

    Striku ,,廿_廿,,

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    You should rename the guide, "(WIP, Team Building) Loli Time! Dragonbound Myr!
     
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  8. bookwyrm

    bookwyrm Well-Known Member

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    Yay, a Myr guide/discussion thread! As a lucky player with two DQXQ, an Apocalypse who I've always wanted to make use of, and a Sun Wukong, I look forward to destroying stuff with Myr once I've done the considerable work of making her team.
     
  9. MisterDrgn

    MisterDrgn You can't take the sky from me. Staff Member

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    Awesome, nice start.

    One quick thing: Myr/LGadius requires 8 hearts, not 9, for the full multiplier. But I agree that it's not a very good pairing.

    Also: You could mention other Light only stuff like Fuma and Baal, tho I don't think they're considered really desirable subs. Baal does have the three rows. Also, I could see someone using Verche if they're running Apoc but they don't have DQ (tho it would be kinda sad).

    EDIT: I mean, I don't know that you have to mention all the mediocre sub options. Btw, for heart-only I guess there'd also be Lemon Dragon. Great awoken skills but terrible stats.
     
    Last edited: Jul 30, 2016
  10. Drakylon

    Drakylon Active Member

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    Oops math fail.

    I'll probably put in Fuma and Baal since they each have niches that put them above other subs in certain situations (killers+jammer resists and rows+multiboost respectively). I also plan on putting Verche and Elia in a farmables section, as well as... Lemon Dragon and Angelion, I suppose.
     
  11. foxwaffles

    foxwaffles The waffliest of the foxes ON FIRE

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    Yay Myr guide! <3

    too bad i've gone 6/29 on skill ups this is hell lol
     
  12. Andelu

    Andelu Active Member

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    Looks good! I'm glad someone started a Myr guide.

    I'm going all in on Myr since I have lots of good subs on my non-IAP account--I think this is the first time I'm able to build a near ideal team. I'll be running Myr/Light Gadius/Apocalypse/Wukong/ADQXQ/Myr, with Sarias inherited on Wukong and Light Gadius, and probably Myr too.

    Japan is getting Fist of the North Star next week, so I figure we may be getting it in the near future as well. I'm farming MP so I can buy a Yuria; her active looks great for Myr as an inherit somewhere.
     
  13. MisterDrgn

    MisterDrgn You can't take the sky from me. Staff Member

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    Just my thoughts...

    1) Saria is great if you have LAkechi or Hanzo to convert red to light (ideally Akechi). Otherwise I think the active is a bit unreliable.

    2) I wouldn't inherit an active that only makes hearts (Yuria) onto Myr. Her active already does that. Better to inherit an active that does something more.
     
  14. bookwyrm

    bookwyrm Well-Known Member

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    Hmm, kind of puts my 2/10 feeds into perspective (not a lot of feeds, I know, but I've mostly been farming on natural stamina and I have no one to co-op with to decrease the stamina cost). Although seeing no skill-ups out of a five-feed almost made me reconsider making a Myr team after all.

    The way I see it, I've got a ton of Shynpy's, enough to max-skill Myr and have enough left over for ADQXQ. I'll try to farm skill-ups for Myr until I have all of her evo materials, which could take a few weeks. Any skill-ups I have left for her after that, I might just use Shynpys for.
     
  15. foxwaffles

    foxwaffles The waffliest of the foxes ON FIRE

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    My Shynpy count is 0 ;-; And I need to get Shynpy for MZeus already ;-;

    Well I went 1/1 after going 0/5 so yay?
     
  16. igneus

    igneus Well-Known Member

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    I have a really good Myr team I could make (Myr/ Myr!lmeta/ adqxq/ Venus!apocalypse/ flex/ Myr) but I've been playing with Kaede and Sumire, and haven't really liked their play style. Not enough damage for my liking. Maybe Myr and her rows can change that? Not sure.

    Anyway, she's 0/3 atm, as I haven't been running the dungeon much. Using adqxq in coop, so it's a tad hard to find partners, lol. Not "'mindless enough" (tho it very much is so, I tell you!).

    I feel like I should farm arena for skillups instead XD. Probably too costly though.
     
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  17. MisterDrgn

    MisterDrgn You can't take the sky from me. Staff Member

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    I don't think you need a Myr sub on the team. Bind clear in general is probably not needed in the great majority of cases because your unbindable leads can keep you alive. Having DQ + Apoc is really great, but you need more than that to make a strong team.

    Having played Sumire and Myr each for a very small amount of time (so obviously I am an expert), I strongly prefer Myr because:

    1) I suck at making heart crosses, but Myr helps me out with 4 extra seconds from the leads alone (also don't have the additional 5-orb match constraint).

    2) Bursting with Myr is way easier due to rows.


    But a high-end Kaede team has enormous damage output.

    (EDIT: 3) My Myr team has _way_ more RCV than my Sumire team, which makes it easier to stall when needed without making a heart cross every turn.)
     
    Last edited: Jul 30, 2016
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  18. Kichukimon

    Kichukimon Active Member

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    I'm gonna hyper this lil guy and put him on just because. She seems pretty forgiving as a lead anyway.
     
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  19. igneus

    igneus Well-Known Member

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    Yeah, I found Sumire extremely underwhelming in terms of damage output. She couldn't even burst down miru after an awoken Freyr buff! (He was inherited onto Isis).

    My Kaede team isn't much better because I don't have dupes. I can get my Kaede's themselves doing 5 million damage, but then my Verdi does about 1.5 million XD. So yeah I'm a tad disappointed.

    Time extends have never been a problem for me tho. Heart crosses are a bit tedious, but not overly difficult to match. However if you say Myr has a great damage output, then I'll take your word for it. I'm hypermaxing most of her team anyway for my xiu min (I adore him and his play style). Hypermaxing a second Myr is fairly doable for me, but if you think it's pointless, then what alternative sub do you suggest? I've seen many teams with two or three myrs with stuff skill inherited on, and I would probably use my second for hearts more than bind clear anyway.

    My flex slot will certainly be another orb changer, but I'm not sure which one . I can skill inherit Leonis somewhere (maybe in another miru? Hahaha), or use wedding satsuki or verche... Or ars nova or xiu min.
     
  20. MisterDrgn

    MisterDrgn You can't take the sky from me. Staff Member

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    If you're saying you are disappointed with the Kaede team dealing 15 million, then I'd say your expectations are a bit high. After all, these are tanky teams with very strong shields, not full spike teams like YY. I think Myr can burst for more than that with a strong team and just the right board, but you'd still need some help to burst through, say, Kali in Arena.

    I don't follow the JP meta that closely. Are there serious JP players who are running those dupe Myr subs? It doesn't make much sense to me--sure, Myr has amazing stats and good awoken skills, but I don't think that justifies adding 7 to the CDs of your useful skills. What are you gonna do for all those turns between skill activations? Maybe it works in co-op mode with more skill boosts if you're only using the actives once...

    Regarding subs, the best ones are the subs that make both light orbs and hearts. E.g., see the new guide at the beginning of this thread. If you're short on those, I think that's gonna limit the strength of the team, altho stuff that makes just light orbs or just hearts can still be useful.
     

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