A quick guide to Meri A3

Discussion in 'Tips, Tricks, and Dungeon Strategies' started by graps, Aug 14, 2017.

  1. graps

    graps Well-Known Member

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    Note: this guide is mainly directed at solo players. Of course you can use the strategies listed here for coop but it's much easier as the HP requirements (like for Dq Hera) are much more relaxed.
    [​IMG]

    If you're looking for a very fast team, Meri isn't it. She has to stall for 6 blue orbs sometimes and the blue absorb on F11 must be stalled out if encountered (unless you have B.Artemis), but she is still relatively fast with runs being 15-25 minutes on average with some experience.

    The main draw of Meri is consistency. This might not be what you first expect of a 1x HP lead, but as long as you don't make player errors, it is very hard to get killed (Outside of player errors, only horrible Tamadra RNG or Ilsix spawning <6 blue orbs into Beelz followed by Hephdra might do it, very unlikely Noahdra RNG can also kill you if you don't have B.Artemis). This is because you stack high-HP subs alongside the 15% HP badge which allow you to tank anything necessary outside of the DQ Hera pre-emptive, and most improtantly, have no skyfalls to mess you up on the radar dragons and other spawns that occasionally kill other teams like resolves/absorbs. This also means Fujin, void cube, or FUA sub isn't necessarily needed (but beach Artemis for Noahdra would be nice).
    Another benefit is that her multiplier is so ridiculously high combined with rows, there is no need for a burst active whatsoever.

    I don't have meri:
    Use or paired with her. Watch out for the type restriction on Blonia, you'll probably have to use god killer latented Meri to match up in damage.
    You will need to compensate for the lower damage, as well. But in general, these two should still be sufficient.

    Before you get started on the dungeon, these are very valuable resources
    http://www.puzzledragonx.com/en/mission.asp?m=2152
    http://pad.dawnglare.com/
    [​IMG]
    (image by fether)
    Since you are a no-skyfall lead, you can calculate exactly how much damage you are doing, so this chart will be super useful. Your team will likely vary from mine and as such, your calcs are going to be slightly different. You just need to remember a rough idea of how many orbs/combos does what and you don't need to perform calcs every time anymore.

    Tldr of the chart; .25 for each additional orb past 3. .25 for each additional combo past 1. 1x base for every separate match you make. OE is separate per match, and you need to add 2 multipliers, .05 for each OE on your team and .06 per OE in the match. Row is calculated after, with .1 per row and multiply this by the # of rows matched before you add it to the 1.


    Sample Team (inherits on bottom)

    My personal "ideal" team for Meri Solo A3.
    The attacking values on a typical Radar is approx. 3215/2786/2808/2795/1800/3095 which is balanced (outside of Sumire being too low) and quite high.
    1c row on Vishnu/Heradra to 2 shot and 4 shot respectively.
    Noahdra is pop Artemis, 3c with 100x activation (8 orbs).
    Attacker killers are good for consistency on Grisar, Vishnu, Jord, Beelzebub. Physical killer is for 1 row Meimei but is also handy on Yamatsumi.

    I'll go over subs later, but the most important part here is inherits, since they're what allows you to do the later parts of the dungeon.
    They're all replacable to a degree but the only thing you need is one of Orochi/Zeta hydra OR Indra. The other can be inherited on your friend lead. Indra is necessary to do Heradra and the delay for Vishnu. He is also necessary to tank 2 Noahdra hits without healing, and she doesn't generate heal orbs with her Judgements, so it's necessary in case you fail to kill her in two turns.
    Another important thing is at least 36722 HP for Parvati's rage hit, this is the highest HP threshold you need that covers everything else as well. If you absolutely can't hit this, try and have 34480 HP for Heradra's pre-emptive. If you can't hit that with a couple dark resist latents, I wouldn't recommend making the team (besides, it's actually difficult to have below this with the 15% HP badge. Remember, HP latents and inherits pad your HP by quite a bit.)
    On my sample team, there is actually some extra latent space for resists/HP to reach those thresholds as the GK on the Meris + the attacker killers + physical killer aren't necessary.

    Reasoning for the inherits: Orochi is for Vishnu. Indra is for Heradra, Noahdra, and Gaiadra, but also nice on Kali/Zeusdra. The second shield (susano here) is for mainly DQ Hera but also has uses in stalling for 6 blues on Ilsix etc. Nene the board change for Beelzebub but is also handy in direct bindclearing on Tamas etc. Scheat is for an orb change, and Artemis does this as well alongside taking care of the most troublesome radar spawn (Noahdra). You can also pop her on the blue dragon on F11 if she's up by then.

    Replacements:
    : Any double orb change. is the best because of her high stats and 4 turns skyfall buff plus hazard clear. works similarly but doesn't have the ridiculous HP.

    all work.

    are fine too, but board change instead of orb change.
    Somewhere in there a skyfall buff is greatly appreciated as you want to be able to cancel the crappy skyfalls that can happen in Arena (Osiris in particular)
    :

    unawoken vs awoken orochi: Awoken allows you to use meri once in the early floors to sweep quicker + has very high stat boosts. Unawoken/Zeta Hydra gives you an extra turn on Vishnu (this is important for getting 2 rows in).
    Dath works too but you will need to use another active to ensure you get the orbs you need.
    :
    It has to be Indra. The Susano shield can also be indra though. Replacements for that:

    I prefer it to be at least 3 turns for Ilsix and there's really no excuse for it to not be as Enoch is farmable. But shorter shield works too, as you only really need it for DQ Hera. There's plenty of options for that like Kushi Ganesha etc. Just make sure it doesn't break hearts as you need to heal up enough and stuff like Lifive means you will have issues with heartbreaking right before.
    Also doable with Isis + maybe some dark resists. DQ Hera deals 39302 damage with an 85% shield.
    :
    A board change with hearts. Handy for Beelzebub but can also be popped in other emergency situations. There's plenty of options for this. Probably popped for bindclearing purposes so Ney and Nene doing that for you is a neat bonus. Next best is Ryune for the haste.

    work if you're desperate.

    If you don't have B.Artemis, it is worth considering finding a friend with the inherit and shuffling Orochi to a sub slot.




    Subs
    Before we get into what to sub if you don't have X or Y, it's good to see what awakenings are preferred.
    [​IMG] Have 5. Usually you need someone with 2, but some teams bring 2 of these to allow you to fit a no SBR sub.
    [​IMG] At least 5 is very very important IMO. Without it you have issues one shotting some green bosses and Zera as it's such a huge dps boost.
    [​IMG] Meri already provides 12 which is enough but having more on the subs is part of why she needs no damage boost. Don't worry about this too much cause most subs have it anyway.
    [​IMG] Meri has 1, so that's another second of time already. I like having 6 TE to be comfortable clearing most boards after the row but how many you personally need is completely dependent on what you're comfortable with.
    [​IMG] Having one of these (aka Andro) is very helpful on Tamas and Albireo F11.
    [​IMG] Enough to have some actives up f1 is quite helpful. About 7-8 should be enough.
    ---------------------
    [​IMG] /[​IMG] They help with Sopdet and Hino. Just a bonus.
    [​IMG] In theory these are great but nothing particularly viable has one yet.
    [​IMG] You have 3 options in Skuld, Amatsu, and Y'shtola, none of which are particularly worth it. Amatsu is pretty good but 7c awakenings are wasted, and Meri has little issues with resolve monsters anyway.

    Latents
    [​IMG] Gaiadra is pretty easy anyway so there isn't much need for these. They're okay if your team struggles with damage on her. If you have Karin in particular, she can use these + her green subattribute to kill the absorb on F11.
    [​IMG] Filler latent for Lkali and maybe Unicorn (lol). Use if you can't get attacker/devil killers to drop.
    [​IMG] For use on low attack monsters like Andro and Sara to even out damage on Vishnu and assist in killing Beelzebub (as you board change on him, resulting in no enhanced orbs) and Grisar. It's also nice on Jord and Hades who can be surprisingly troublesome at times.
    [​IMG] Helps with the various devils in Arena like Beelz Grisar etc as well as potentially evening out damage on Parv. Meri herself can take these. It may take away your ability to 2c parv however, which can be important because she leaves a jammer row <30% HP.
    [​IMG] Best latent. Goes on low attack monsters like Andro, Sara, Isis.
    [​IMG] Meri herself can take these to aid in killing Radars. Doesn't work on Gaiadra however so make sure to prioritize Dragon Killer if possible.
    [​IMG] Helpful on Meimei, Ilsix mainly but it's also nice on Yamatsumi (he can 100% grav you). Diza and Amon are physical as well but whether you may have difficulties killing them or not is debatable. Don't get too many of these as they might remove your ability to not trigger resolve when you 1 row Ilsix.
    [​IMG] Can substitute devil killers if you just can't get them to drop (or if you are trying to save devil killers). Helps with Threedia who can be annoying thanks to being green.
    [​IMG] and the other HP latent. Good for reaching thresholds and a good filler overall.
    [​IMG] For Predras. Adding one or two to someone with high attack can save your life.
    [​IMG] Handy for the various skill delays out there, Hephdra in particular. You want to have 2 on your Orochi base for Shiva.
    [​IMG][​IMG] Parv/Heradra/maybe DQ Hera.

    For stats, you really want to have good HP. Attack can usually be remedied with killer latents. RCV is useless as the RCV you get from plus eggs and the leads alone is enough.

    The team build is pretty simple, it usually goes as follows:
    Meri/2 Sbr sub/Orb change/Orb change/Orb change or Utility/Meri

    2x SBR Sub

    The best by far is Andro because she serves as a bind cleric as well as having nice other awakenings and the ability to take Dragon/Attacker etc killers. Her base active is also quite nice (makes hearts. and she has great stats aka HP.)

    ----------

    Nene is good too but attack is a bit on the "low" side with no way to take good killer latents. No offensive awakens.

    Can take dragon killers. Has terrible HP but more or less remedied by the team HP awaken. Also functions as unbindable bindclear. No offensive awakens.

    She's ok, killer choices aren't great and has god killer which can mess things up in her other form. You can use that too but b/g has nicer HP. 2 OE is good, the heart OE aren't bad either because they turn into enhanced blues when orb changed.

    HP is low and sadly most of the stat weight is in RCV. Can take dragon killers however attack is a bit too high for that. Brings a good active and decent awakenings.

    If you don't have any of those it might be difficult in solo.
    You may be able to make work.

    The Other Slots

    Has the same amazing killer latent spread as Andro. Again, she has great awakenings that include 2 TE which is very valuable. Base active is pretty nice after getting delayed by Hephdra; you can use it to give yourself more orbs over the 3 turns you have to kill him. It can also cancel Osiris etc.

    Great stats & similar to Hermes as she can function as your Predra killer. Also has 7c for the additional bonus when you hit that. Board change base active isn't very consistent for the radar/kali however and will create less orbs than a dual orb change like Hermes on average.

    HP is average which is unfortunate but has amazing awakenings including 2 OE to help you hit that minimum of 5. Will often be able to kill Predra/Killer Latent that the rest of your team otherwise could not have (as with Karin). Base active is amazing and can be used to cancel skyfall debuffs like Osiris and Hera-Ur.

    Can act like a bind clear. If you plan your team properly (usually with a couple dark resists) her base active will be enough to save you from DQ Hera. 2 OE and TE are great, also ability to take dragon/attacker killers to remedy the low attack is neat. Unfortunately her high weighted stats don't mean as much since 250+ of it goes into RCV.

    The OE is a great damage boost and the base active is amazing (see Hermes). Somewhat disadvantaged by a poor killer spread and attack stat right in between "low" and "high" but her base attack stat is still fairly high.

    There is probably room for 1 low attack monster on the team and Sumire is one of the few monsters good enough despite this. Her HP and awakens are exactly what the team needs and has a quick base active in the early floors to get a heal when necessary (like if you get trolled on the latent awakening). Disadvantaged by terrible latent killer choices, however.

    ----------

    Dupes of her isn't bad. Good awakens, can take dragon etc killer, etc. No more than 2 though, since she doesn't have any OE. It also allows you to bring a no SBR sub

    Great HP and nice awakens, but attack and killer latent spreads are both awful. Active is handy however.

    HP isn't bad and has nice awakens (though no OE), healer typing for dragon killers as well. Machine killer is handy on Gaiadra but you might do too much damage if he is also dragon killer latented. His attack and typing is pretty much identical to Sara/Andro so it's good for even damage. He's not bad for a cheap replacement.

    7c means he can act as predra etc breaker too but that's extra work. Not that great.

    FUA is neat for Kaguya/Hino/Ilsix as you can kill those without a row. Has good HP and 2 OE. Can also work as predra etc breaker.

    HP is the main thing here but he also functions as a bind clear which is neat. Can also work as predra etc breaker.

    If you really need extra HP, she isn't too bad, has balanced typing for any killer and a great base active.

    See Scheat. His active is much worse but his awakens are somewhat better (though not by much). Killers are not great however.

    Can be used as predra break, see above. Also has FUA which is neat. HP is an issue.

    Brings 5 OE with decent HP, not bad at all for a farmable sub. Active is on the long side, but the skill itself isn't bad and if you have a couple dragons on the team, you will be dealing pretty good damage. Can take god killer latents however attack is on the high side for that.
    This form more likely than not brings more damage than Herme-Ra (the row one) but if for some reason you already have more than 5 OE, use that one instead.

    There's plenty of other options out there like Sitri etc, as well as coop boost options like Cthulhu and Navi. Not going to go into those here however. I just listed the most noteworthy (in my opinion), let me know if I missed something. I also skipped out on them as the HP is too low and the awakens etc they bring just aren't worth it.



    The Dungeon
    The damage calcs assume the base subs of Hermes/Sara/Andro/Sumire. You likely use a different team and will have to make minor adjustments accordingly, however, the general strategy still applies.

    General tips:
    Saving orbs:
    :questions::questions::questions::fire::questions::questions:
    :light::light::water::water::fire::fire:
    :water::water::light::questions::water::water:

    If you've delayed etc setting up like this makes your solve for the next turn much easier.

    If your board has the blues bunched to one side and the floor has lower HP/is red, don't be afraid to just make a blob:
    :water::questions::questions:
    :water::questions::questions:
    :water::questions::questions:
    :water::water::water:

    The enemy spawns something along the bottom row(s):
    :questions::water::water:
    :water::water::questions:
    :water::questions::water:
    :questions::questions::questions:
    :questions::questions::questions:
    Make something like this on one side and combo the other side of the board.

    After you've made a row:
    :water::water::water::water::water::water:
    :earth::earth::earth:
    :dark::dark::dark:
    :light::light::light::heart:
    :fire::fire::heart::fire::heart:
    ^^wrong
    :water::water::water::water::water::water:
    :earth::earth::earth:
    :dark::fire::light::heart:
    :dark::fire::light::heart:
    :dark::fire::light::heart:
    ^^right

    By switching to vertical combos, you won't trap yourself at the bottom.
    Remember, cascades work too.
    :water::water::water::water::water::water:
    :earth::fire:
    :dark::fire::heart:
    :dark::fire::light::heart::heart:
    :dark::earth::earth::light::light:

    :water::water::water::water::water::water:
    :dark::earth:
    :dark::fire::heart:
    :dark::fire::earth::heart::heart:
    :earth::fire::light::light::light:
    etc

    Cascading rows:
    You probably won't have to do this, these are usually for style. Sometimes they make for faster solves on something like an 8c Zeusdra board when you fail to OHKO him though.
    The easiest way to do it:
    :questions::questions::questions::water::water::questions:
    :questions::questions::water::fire::fire::fire:
    :water::water::light::light::light::water:
    this also works:
    :water:
    :light::questions::questions::questions::questions::water:
    :light::questions::questions::questions::questions::earth:
    :light::water::water::questions::questions::earth:
    :fire::fire::fire::water::water::earth:
    etc

    F1

    This guy makes your life a lot easier and will significantly shorten runs. Let him give you the skyfalls (yay for no skyfall combos).

    Bind clear. Don't want to get skill bound by LIza


    On F1 feel free to pop a quick active (in my case Sumire) if you don't have the necessary 6 orbs.

    In general, if the CD on your Meri leads are ~15, you have room to pop them in the first 6-7 floors.

    F2

    Careful here as he can 100% grav you if you fail to one-shot.

    6 orbs no row will remove the resolve.

    F3

    8 orbs will kill the green one as well.
    Row and 7c kills anything else.
    You can pop an active here like Hermes.

    F4
    -

    F5
    Don't let them hit you, especially not the red one as it can bind your entire team and make you regret your life choices.

    If you want, you can save hearts here as Kraken might spawn next floor and you'll have to row bindclear Meri.

    F6
    Try and save hearts on this floor to bindclear for tamas next.


    Don't worry about this guy or Amon 99% grav, you might get healed by Lmeta tama next floor anyway.


    2 blue matches or 1 + tpa with 7c ish twice should be enough kill him, pretty annoying.


    Don't get him below 50 as he hits too hard there. Unbind your guys and get outta there.


    As I previously mentioned, you have room to pop your Meri actives in the first 6 floors. If you have <6 blues here, now is the time.

    F7
    One of the few places to die if you're very unlucky.

    You might get skill bound with a spawn like this, don't panic. Depending on who got bound (since it's a skill bind probably not a lead) you can just row to finish them right away and stall the next floor. If a lead got bound, you have 1 turn to get the hearts and blues on board to unbind + kill. Usually in this case, you can't kill the Grodin tama, so if there happened to be 2 of them, you die.

    F8
    etc
    Careful with hearts, don't use too many as you need to heal before killing it in case of Sha Wujing next floor.
    8 orbs is enough to kill, or 7c 6 orbs if you have someone with 7c(s).

    F9
    Have 25437 HP while you leave this floor as you need that to tank Hel's pre-emptive.


    Get rid of his resolve right away. You probably have dragon killers so you might not be able to no row 6 orbs safely.

    Blue match/TPA is enough to get rid of his resolve. Don't forget to 5c.

    F10
    Have at least 9290 HP leaving this floor as that is the maximum damage you can get hit for pre-emptively next floor.


    She can prove difficult if you don't have attacker/god killers as she is green with 9m HP. May need 8 orbs if you don't have killers.

    If you don't hit her at all on the first turn she will use a status shield instead of attacking so take advantage of this if you don't have blues/hearts to heal away the poisons she made.

    F11

    Worst spawn. Kill the other guy when possible so that he doesn't break your blues into jammers. Store stray poison/jammer orbs in the 3rd column as there's a decent chance he will turn that into blue.

    Don't try and kill them with a lead bound, you might get hit by Limit burst if you fail to kill.

    This guy can do a 99 turn green skyfall buff so just kill if possible. Watch out for the green subattribute on Meri.

    F12
    etc
    If you have Kappa skyfall on, clear the board as best as you can while leaving this floor as you will need ~9 orbs to kill Predras without using an active.
    If not, save whatever orbs are needed for the orb change you were going to use for the Predras.

    F13
    etc
    If you have one blue Predra on a 1 turn timer and another on a 2 turn timer, you can let it give you some extra blues and stall the turn.
    If you're not sure whether you need the extra orbs or not to kill, better safe than sorry. You need ~9 orbs for the non green ones and a couple more for green, if you have vendor killer latent(s).

    F14

    Turn 1 kill, turn 2 5c ping, turn 3 finish off with a row. If you use Scheat to finish Predras the blue skyfalls ensure this happens with relative ease. If not, this may take some extra turns.

    With Hermes/Sara/Andro/Sumire in particular, 1 fully enhanced row with nothing else will get her to ~2%. You can finish her off with a blue match and a few combos which saves some orbs.
    Otherwise, 6 orbs no row and some combos is fine. Finish her with row or another blob.

    F15

    Don't let him leave stray jammers.

    F16

    You can stall here as long as you like. Make sure to pop a skyfall buff before you leave as the boosted dark/green skyfalls are particularly troublesome. If you're careful you can also pop the skyfall buff, safely remove the blues, and stall it back up (although this isn't necessary).

    Use combo/tpa and up to 2 blue combos a turn. Just clear the board to the best of your ability each turn, there should be no issues.

    Probably just stall 3 turns.

    F17
    Try and save blues here if possible, as you want 6 on Meimei and 7 on Hino. You have stall turns on all of them except Flare Drall.

    If you still have jammers somehow just put them in the 2nd to left/right columns so he will get rid of them for you.

    F18

    Depends on killers but my team will get rid of his resolve with blue match + tpa 8c (7 orbs). Before you rid of his resolve make sure to heal since having full HP is enough to tank 2 hits to stall out his bind.

    After Calming Mountain Wind you should save a couple heart orbs along the right column to heal next turn, in case she uses Tiger Rush and you don't have enough hearts.
    In general, save blues in the 2nd and 4th rows like this
    :fire::water::fire::fire::fire::fire:
    :fire::fire::fire::fire::fire::water:
    :fire::fire::fire::fire::fire::light:
    :fire::heart::fire::fire::fire::water:
    :fire::fire::fire::fire::fire::heart:
    Always have either 1 or 3 other orbs underneath, so that when she uses Calming Mountain Wind again it will save them.
    Blob of 6 and 1-3 combos total is enough, this should 3 shot her.
    The second blob should get her <30, make sure to have a few hearts outside of the top row so that you can stall it out through her rage hit until you have 6 blues again.
    If somehow you're about to die and don't have enough blues/hearts pop your board change.

    F19

    You can stall through his mortal poisons to erase the 2 he makes pre-emptively. Be careful to save lots of blue/hearts in the first 2 turns and usually you can kill him after he makes 5 more, you can heal through splitting the mortals into 4+3 or making it a single blob.
    If you have attacker killers 3-4 combos with row should kill, otherwise use ~5.

    F20
    I always use my Orochi on Meri here so that she will be back up for Kali or Gaiadra.
    As you stall out the delay, save as many blues as possible, heal to full, and save another 3 hearts. This is for Ilsix and Lifive respectively.

    Just Orochi should be enough to kill him if you have attacker killers and 2c every time you get the row.
    You might want to consider popping an active anyways if you have a skyfall buff, as this can get troublesome on Ilsix, Lifive, etc.

    F21
    POP YOUR SHIELD BEFORE CLEARING

    or DQ Hera will kill you.
    If you brought 2 Indras, you should be popping the one on the sub.
    Meri(Indra) is 15 turns to protect against Hephdra's delay, so that you can save her for Kali.


    Most teams will get him <30 in 1 row, no other combos.
    Before you do that, pop your shield just in case he doens't make 6 blues, as you will have to use a heartbreaker in that case.
    If your shield is 3+ turns and you have <6 blues, you can pop that and stall the turn to get enough blues on board. This is why you bring a 3+ turn shield.

    Careful if you have light/dark subatts and no dark resist latent.
    If you need to stall for some reason, now is the time.

    If you have <6 blues, pop your shield, heal, and clear the board. You'll have to make 6c next turn which shouldn't be a big issue but use dawnglare if you're not confident.

    You can get a few turns of stall out of this one.

    You can stall 2 turns here. Be careful as he's green, needs ~6 combos or 8 blues to secure the kill depending on killer latents.

    F22
    Have more than 34480 HP as you leave this floor for Heradra's pre-emptive.
    Feel free to kill right away as you will have a turn or more of shield left for Noahdra/Zeusdra which is handy.

    The easiest to stall on. Make sure to heal to full every turn and don't keep stalling if you don't think you can manage 3 hearts a turn.

    Pop your board change, kill immediately as he might break your blue or hearts.

    You can stall here but it's risky as there's a chance of her breaking your hearts. Heal to full every turn.

    F23
    Congrats, you made it to the "hard" part.
    Fortunately, the no-skyfall clause in Meri's LS makes this relatively easy.

    9 orbs should get him <50% HP to remove the resolve.
    Save the undelayed Meri for Kali, use any other actives you have to kill him if necessary.

    5m safe combos:
    8 orb row 2-3c
    9 orb row 1-2c
    row + 3 5-6c
    row ~7c
    Make sure to pop a shield before you go for it, also make sure she's not absorbing blue. B.Artemis makes this much easier. If she floods the board too much just make a big blob and don't row.
    After she has the 75% shield up, a good damage zone is 9 orb row + another blob, this should rid of ~75% of her HP at best through the shield. But full activation of the Meri LS is fine, as long as you used Indra you have 2 more turns to finish her. Don't get her <10% HP as you will die.

    If you don't use B.Artemis and she absorbs blue 1st turn, just stall until she doesn't bind Andro, pop Andro + shield, use the heart row + the safe 5m combos listed above. If you're using Nene/Bmeta/Isis this is easier.


    Gaiadra is relatively easy, don't forget to pop your shield when she's about to hit you.
    You have 6 turns to deal damage to her. She has 312m effective HP thanks to being green and having the shield. Pop double orb changes and do as much damage as you can, there isn't usually danger of going over.


    Pop a shield if you don't have one up in case you fail to one shot him (this happens sometimes)
    Use a double orb change and make all the blues into one row-blob, combo the rest.
    Eg:
    :water::water::water::water::water::water:
    :dark::dark::dark::fire::dark::water:
    :fire::light::light::dark::water::water:
    :fire::light::water::water::water::water:
    :fire::light::dark::water::water::water:
    This is approximately the amount needed to OHKO.

    If you don't have enough orbs on the first board, just do something like a row with 8 or row+3 to get rid of some HP, and use the giant blob the next turn.

    If you fail to OHKO him and leave him with a little bit of HP, pop Meri and 6c with a row if you have her up.
    If not, check to see if you board is enough for 8c with a row, grab dawnglare and maybe a friend, and solve it. If it's not enough, pop a board change.
    If all else fails, calculate how much damage you need to heal him >50 (should be ~9 orbs) and heal him back up, then stall out the 8c shield and finish him as intended.


    Row and 1c every turn. 4-5 turns to kill, you have 2 chances to screw up (try not to), if you don't have god killer on Meris you can 2c.
    Pop indra after she heals you the first time.

    F24

    Congrats, you made it to Kali!
    A dual orb change is usually enough to kill her, 9 orb row with another blob or row can one shot through the shield.
    If you don't think you can one shot, 8 orb row and a few combos will take her to safe zone, you can stall a few turns there.
    If you still have Indra up and have full HP or 3+ hearts on board, feel free to stall out the shield just in case. You need 38346 HP to do so (37524 if it's Lkali)
     
    Last edited: Aug 18, 2017
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  2. graps

    graps Well-Known Member

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    Added floor guide & some tips. will edit a bit more later, let me know if i missed anything important! :)
     
  3. Iluvatar

    Iluvatar Semi-IAP..damn you GH

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    I don't even have a Meri, but this is an EXCELLENT break down.
    My favorite part of the post:
    :hilarious:
     
  4. Kreisler

    Kreisler World of the Gleaming Moon

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    Useful and very in-depth guide, really appreciate the effort you put into this! Meri can tackle so much yet some still just view her as a farming lead :rolleyes:
     
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  5. graps

    graps Well-Known Member

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    did some more edits & added a couple more subs.

    Yeah, people are always surprised for some reason when they hear my solo A3 farm lead of choice is Meri, even when I have Julie, Kush, etc. Julie is great too but my team for her isn't good enough imo.
     
  6. LazarusPD

    LazarusPD .

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    This guide is lit. Ty graps!
     
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  7. Carlos R. Marti-Figueroa

    Carlos R. Marti-Figueroa Well-Known Member

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    This is Awesome! Meri was my first Arena 3 solo farmer. I had mine build before killer latents were a thing for me. So my optiaml version was basically high HP subs and a 2 SBR sub. Inherits were similar as you lay them out. Its nice to see the new and improved version of the team with all the updates we have. Might build it based on this guide to get back to the gold old days for me. I always liked Meri even before people said she wasn't that good. Nice work!
     
  8. ko300zx

    ko300zx Well-Known Member

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    Reading this makes me wonder why I ever stopped playing Meri in Arena.

    Noooowwww I remember. :bigtears:


    Might have to give her another shot now that I have some better inherits and a Sara.
     
  9. Expagel

    Expagel Active Member

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    As a mediocre player who's yet to clear A3 but is enjoying running Meri for A1 clears, this is greatly appreciated! Unfortunately I don't have Saras or Sumire.

    Currently for A1 I'm running Meri(Shinji Scheat)/Blonia(Mori)/Nene(Nene)/Skuld(Revo Sun Quan)/Uuvo Andromeda(Andromeda)/Meri. With the 15% HP badge I'm clearing 40K HP, but the team only has 2 OEs. Problem is my 3+ OE cards are Beach Awilda, Xmas Paulina, Rinoa, and Sitri, which means I likely have to use Nene as an inherit only to reach 5 OE, since Andro seems best for the 2SBR subs. Potential other subs not mentioned yet include Revo Isis, I&I, Hermes (need a Hephaestus to awaken, just rolled 2), Uuvo Amon, A.Andro (I have 4 Andro's total). I have 3 Indras (1 Revo), Revo Susano, Revo Orochi, and a Hydra, so I can inherit the needed utilities. Any thoughts on team construction for A3 given my options?
     
  10. graps

    graps Well-Known Member

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    thanks! Killers let you deal a little bonus damage but I'm sure she could farm them without.
    I think Meri is an awesome lead and I hope I can help spread the word :D

    ah yeah, sometimes on the floor before I used to remember mid-combo that I forgot to pop Indra
    Like on Ilsix, halfway through I was like "oops better cancel my combo before I get killed by DQ Hera"
    Being Ilsix, he hit me with 45k and I died :facepalm:

    You have plenty of good options for A3, I'm jealous of your two Nenes.

    For A3 I'd go Meri(Orochi or Hydra)/Skuld(Hermes)/Andro(Indra)/Blonia(Mori)/Isis(Nene)/Meri(Indra)
    The goal is to get a dragon killer to put on both Andro and Isis, your damage should be pretty even then. You can replace Skuld with Hermes after that.
    Your HP should be at around 40k still. Btw, don't switch your Blonia ult to the new one.
     
  11. Expagel

    Expagel Active Member

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    I will definitely give this a try once Hephaestus comes back around and I can make Awoken Hermes for the skyfall active. Nene is bae, very lucky as light-IAP to have 2 of her already, and my water teams really took a leap when I replaced Amon with her as my cleric. The old Blonia ult is perfect for Meri because of the massive HP and awakenings, and I have plenty of unbindable options otherwise. Thanks!

    ETA: Hephaestus comes back tomorrow, nice!
     
    Last edited: Aug 17, 2017
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  12. graps

    graps Well-Known Member

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    added new ryune ults to sub section
    also added a little bit about alternative lead pairings
    will try an a3 run or two paired with blonia later to see how it feels, maybe write a short section on that.

    i think ryune will be a good pair, the shield with a row means you no longer need a shield for dqhera. also 8 is higher than 7.5 with a row which is neat.
     
  13. Kreisler

    Kreisler World of the Gleaming Moon

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    Another sub that is decent for those lacking in options would be Herme (OE version). Farmable, HP isn't bad, and brings a nice set of awakenings (5 OEs by herself). Only downside is her active at 10 turns CD is a bit high for an inherit, but her own active isn't too shabby for a later use if you've popped the inherit earlier.
     
  14. graps

    graps Well-Known Member

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    yeah, i was actually thinking of adding her but went on to other things and forgot! thank you for the reminder :) i'll get to that soon
     
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