Compilation of PAD videos I made

Discussion in 'Rants and Accomplishments' started by sgt502, Mar 1, 2019.

  1. sgt502

    sgt502 ばかぷれーやー

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    No reason other than fun meme. Plessie-bean skill will only do 1 damage to Leeza since it can't penetrate her defense even though it's greater than her damage void shield threshold.
     
  2. sgt502

    sgt502 ばかぷれーやー

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    December 2019 Quest Challenge Level 10 - No RCV

    Challenge Level 10 isn't that hard even though it's a no RCV dungeon. If you have any card that has heal orb skyfall, you could heal throughout the dungeon. One particular enemy even makes some heal orbs for you.

    What you need to have to clear this dungeon?

    - Skill to override jammer skyfall. Can be one turn jammer skyfall such as Fenrir, Mega Fenrir Viz, Tokagero, Halloween Pumpkin, Gaslowe equip etc. Make sure it can be used on first or second turn.
    - FUA if you aren't using leader with bonus damage
    - Time extend skill if you can't live without -3 seconds reduced move time
    - VDP sub isn't really needed since Myr is the only enemy with damage absorb and her damage void shield can be stalled. In fact, I recommend stalling her damage void shield to get some skills up for the boss. Make sure that you have full jammer resist so that you get more heal when Myr does her heal/jammer skill.
    - Strong Devil Killer sub for the boss. Satan has 500 millions HP and hit very hard each turn. 85k worth of damage each turn. If your team can't outheal the damage, it's better to one shot him. That's why stalling on Myr is important to have some skills ready for the boss.
    - God or Dragon killer subs, depends on your team, might be needed to defeat enemies before the boss since they're have either God or Dragon type.





    Good luck and have fun. See you next time!
     
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  3. James1605

    James1605 Active Member

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    Oh, OK. So bringing Plessie-bean was just a pointless exercise. :) I assumed that there was some "real" reason that you went to the trouble of starting with Plessie-bean as the lead and then switching to Tengu. (In my defense, unless otherwise stated, I assume that pretty much everything that you're doing in these difficult dungeons serves a strategic purpose)

    And, yeah, I forgot that an attack from an AS like that doesn't bypass defense.
     
  4. sgt502

    sgt502 ばかぷれーやー

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    December 2019 Quest Challenge Level 8 (Fixed Team)

    This month's Challenge Level 8 features fixed team leads by Awoken Castor.

    His Leader Skill is "[7x6 board], 2x ATK & reduces damage with 2+ dark combos; 4x ATK for attributes erasing 5 orbs including enhanced"

    A sparkle leader that needs two dark combo to get full activation might seems orb hungry but 7x6 board helped that a lot in getting 8 or more dark orbs on the board.

    The rest of the team are:
    - Hattori Hanzo (Ninja series)
    - Azazel
    - Halloween Nene
    - Fenrir

    You may need to remember and memorize all of their skills since you may need to use them at least once throughout the dungeon.

    The dungeon itself is a 5 floor dungeon.

    First battle
    Albireo will hit and bind castor for 2 turns. Castor doesn't have bind proof so he gets bound. Don't worry. In fact, this is necessary to stall his bind to get more turns so that Azazel can be ready to use for later floor.

    Stall the bind, target one of them (doesn't matter who) and match two dark combo but don't make sparkle match since it could killed them all accidentally before Castor is free. If you somehow low on health and don't have enough dark orbs to get the shield up, make heal tpa to heal the team nicely.

    When castor is free, use Fenrir followed by Castor to defeat them all by making two dark combo with one dark sparkle match.

    Second battle
    Naro will change all orbs without dark orbs on the board. Use Hattori Hanzo to change fire into dark. Make two dark combo with one dark sparkle match to punch through his 75% damage reduction shield. If you don't have enough dark orbs or enough enhanced dark orbs, save those dark orbs while clearing other orbs. Naro will buffed himself on his first turn. You can defeat them when he does that. Even if you can't, you'll get more chance to defeat him because Naro won't hit harder enough to endanger the team.

    Third battle.
    Titania will gives plenty of move time with her 2x move time buff. She also has 7 combo shield so you need to make 8 or more combo with two dark match, one of them is a dark sparkle match to defeat her. If you don't have enough dark orbs, stall one turn while clearing unneeded orbs. Titania will puts up status shield on her first turn. You need to defeat her by that time before she starts to annoy you with her clouds.

    Fourth battle.
    Trojan Horse has massive HP of 133 millions and he seals the top row for 2 turns. Don't worry. Stall the tape, clear unneeded orbs while saving dark orbs. Trojan Horse won't attack immediately. He has 3 turns countdown. When his countdown reaches 1, Azazel should be ready. Use Hattori Hanzo if you have fire orbs on the board, followed by Azazel. The enhance from Azazel is big enough to defeat Trojan Horse. Don't forget to match dark sparkle and two or more dark combo.

    The boss battle.
    Zeus Vulcan has 8 combo shield and voids damage of 10 millions or more. Can the team one shot him? You bet! Use Halloween Nene followed by Castor to get bicolor board of water and dark. Fully combo the baord but don't forget to make one dark sparkle match. No one should goes over the damage void threshold except Fenrir if you factor in his god killer, and it will be enough to one shot Zeus Vulcan.

    If you somehow got tons of skyfall and some of them are dark matches, your run could be over since when Zeus Vulcan is low on health, he will lock all orbs and buffed himself. If you can't defeat him by that turn, it's game over. The team couldn't take his buffed attack when Zeus Vulcan is low on health. You may need to restart the dungeon. Can't help it if it's happening.





    Good luck and have fun. See you next time!
     
  5. iddybat

    iddybat Active Member

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    That strategy with Orochi/Servant is right on for 9. Thanks for that. I've been bludgeoning the last few C10s with Beach Veroah in co-op. Still my top rated card I've traded for.
     
  6. sgt502

    sgt502 ばかぷれーやー

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    Beach Veroah is very OP :)
     
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  7. Sunsphere

    Sunsphere Active Member

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    Regarding c9, I totally screwed it up but thanks to the comments here I managed to pull through. I was running coop with my wife's account (essentially my alt) and had orochi/Odin dragon with gravitates on both sides, but since I was going to need to stall the 50 turns, I used whaledors on the second side with the gravities inherited, so I could gravity turn 1.

    And that part worked perfectly, stalled out the 50 turns, that worked perfectly, but then I totally spaced and killed her with the team that had the 6th anniversary tama on it! So it was bound for 50 turns! And I'd inherited a mori on my odindragon to haste up for the first turn so I didn't have the bind clear.

    But my zeras were up on the other side so I remembered that comment about being able to gravity leeza and it worked great! Only needed like one or two turns to finish leeza. So thanks all!
     
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  8. sgt502

    sgt502 ばかぷれーやー

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    Weekend Challenge! Bipolar Goddess 1 -10 minutes time limit-

    Greetings, fellow pad players!
    We just got a new challenge dungeon: Weekend Challenge! It's a time-attack challenge. We have to complete the dungeon in 10 minutes or less (600 seconds). The dungeon itself is Bipolar Goddess 1. A very old dungeon that's very easy to beat with modern leaders, but can it be done in less than 10 minutes?

    The answer is yes. Unless you're using outdated leader or team, you won't get any trouble finishing the dungeon within 10 minutes. You just gotta prepare for the annoying enemies.

    What you will need in order not to stall too long on a floor:

    1. Bring two skills that can void damage absorbs (fujin-like skills). There are two enemies that has damage absorbs: Sopdet and Parvati. The interval between Sopdet and Parvati isn't long. Just three floor. If you have only one fujin and got Sopdet into Parvati, you're forcing to stall on parvati to get your fujin back up and it will costs you. You might even ran out of time by then.

    2. Bring FUA subs if you're not using leader with bonus attack. There are some enemies with resolve and you need to one shot them all. The annoying ones are Kaguya-Hime and Hino Kagutsuchi. Kaguya-Hime will constantly heals up to full when she's at low HP while Hino will delays all of your skills to oblivion if you got his HP too low.

    3. Floor 10 has three enemies with attribute absorbs. If you're going with mono team and only have two or three attributes total on your team, they can get absorbed. The attribute absorbs lasts for 10 turns. While the enemies probably won't killed you, there's a chance that you have to stall their attribute absorbs. Bring attribute absorb void skill to counter this.

    4. Having full poison resist helps but not mandatory. Only two enemies that spawns poison: Grisar and Beelzebub. Grisar won't even spawns his poisons if you have a buff active when entering his floor since he will have a priority to erase your buff. Beelzebub changes all orbs into poison. If you have skills that changes poison into something else, you're fine without full poison resist, or if you have full board changer skill ready.

    5. Make sure you can one shot Kali. A total of 60 millions damage needed to one shot Kali. Pretty easy for modern teams, but if you can't, try to lower their HP to 65% or less to avoid their execution hit. Even if they did executes you, you can survive by having strong shield active (50% or greater depending on your team's HP. Their execution hit is around 155k damage).

    As for myself, I'm going with a team leads by Madoo paired with Mega Awoken Scheat. No-skyfall from Scheat's Leader Skill makes a faster run.





    Good luck and have fun. See you next time!
     
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  9. sgt502

    sgt502 ばかぷれーやー

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    January 2020 Quest Challenge Level 9


    Greetings and Happy New Year, fellow PAD players!
    How's last year? I hope it gave you a memorable, fun and happy life and may this year also brings us good luck, fun, happiness and health. Inside or outside of PAD.

    First day of year 2020 and I will do the January Quest Challenge Level 9. I think this is the most fun, hard and challenging dungeon of all this month's quest.

    There are many ways to clear this and I will try to give you some of them. There may be many more ways to clear the dungeon. I have three methods to clear this dungeon.

    First method

    You can use any leader and subs but you need to have a Super Reincarnated Orochi as friend helper. It has to be a helper. He also need to have three healer killer latents or healer killer equip. Whichever is fine. You want to know why? Read on.

    This dungeon only has one battle and the enemy is Sitri. First turn, she will change your leader into Baddie, who has no leader skill. That's why it's important to have Super Orochi as friend helper. 15% ATK badge is preferable.

    First turn, Sitri will bind awoken skills for 1 turn, change your leader into Baddie for 99 turns, then changes all orbs into 3 fire, 10 heal and 15 mortal poison orbs then delay all of your skills (99 turns skill delay). You will need those mortal poison orbs.

    Do not match those poison orbs. Do 0 combo is fine. When you leave any mortal poison on the board, Sitri will hit you for 1.2 millions damage and changes all mortal poison into water. Don't worry since her hit is a single-hit so any resolve leader will survive if they stays above their HP threshold.

    Now we have 15 water orbs. Use it for your advantage. At this turn, all awoken skills are back so we can utilize Super Orochi's TPA. Sitri has 2.5 millions HP and Super Orochi's ATK multiplier starts at 4x at 4 combo, up to 16x ATK at 8 combo, but you don't need to do 8 combo. Just 4 combo is fine.

    Since we have 15 water orbs, we can do 3 match of water TPA. It will be enough to defeat Sitri provided Super Orochi has 3 healer killer latents or healer killer equip. This is currently my fastest method.


    Second method

    Here's what you need:

    1. NEO GEO ROM Style Samurai Shodown
    It's the free card that can be obtained by exchanging five rainbow tokens from Samurai Shodown Collab. If you didn't get it, you won't be able to use this method.
    It has 1 turn CD skill that's able to lock all orbs. You need to use some Py to max skill it. It has to be max skilled.
    2. Friend helper who's a resolve leader. Any resolve leader will works. Ogre, Tengu, all of Orochi's evolution etc.
    3. You may or may not need sub(s) with auto-heal awakenings. Put one or two subs with auto-heal awakenings just in case you got many poison orbs on the last turn.

    15% RCV badge is preferable.

    First turn, Sitri do her gimmicks. You need to make 1 combo at minimum so that we can use it on the next turn. You don't need to match those mortal poison orbs although if you match a set of 3 mortal poison you will still be fine since you will be at exactly 50% HP so the resolve leader skill will still works.

    Sitri then will hit you and changes all mortal poison into water. Now, we're able to use NEO GEO ROM Style Samurai Shodown skill. Use it to lock all orbs, then do 0 combo. Do not make any combo.

    If you make any combo, the next skyfalled orbs won't be locked so Sitri can change them into poison, mortal poison or bomb. If you leave those hazards, you will die. That's why it's important to do 0 combo.

    Do 0 combo up until Sitri says "Come on Hurry Up" Please pay attention to what she says. If you still do 0 combo by the time Sitri says "Come on Hurry Up", you will die because Sitri will try to change all orbs into poison and lock them all. Sitri changes all orbs into poison isn't the problem. The problem is, when she can't lock those poison (because she can't find any mortal poison to lock, similar to Indigo) she will hit you instead. You will die if she hits you.

    When Sitri says "Come on Hurry Up", do 1 combo and save all heal orbs. If you skyfalled some more and some heal orbs got matched, it can't be helped. This is also the case where you may need subs with auto heals.

    At the last turn, Sitri will changes all orbs into poison and locks them all. Match all poison and heal orbs. If you survive, Sitri will complimented you and self destruct.


    Third method

    Here's what you need:

    1. Rhea Rebellious Witch Card.
    It's a free card that can be obtained by exchanging five rainbow tokens from GungHo Collab back then. If you didn't get it, you will have a chance to get it since I think GungHo Collab will be coming back to PAD NA this month. If it doesn't then you can't use this method. You need to max skill it. It has 1 turn skill cooldown, able to change all hazards into heal orbs (jammer, poison, mortal poison and bomb).
    2. Sub with unlocking capability and has fast skill cooldown of no more than 4 turns. You can use base Diaochan or her ultimate evolution, Awoken/Reincarnated/Super Reincarnated Venus, Christmas Venus, Awoken/Reincarnated Horus, Orphen, Tohsaka Rin, Awoken Ariel, Argo, Light Orb Dragon, Yobi (Diaochan's skill fodder) or Lightning Keeper (Awoken/Reincarnated/Super Reincarnated Venus' skill fodder).

    You can use any leader and helper. 15% RCV badge is preferable.

    First turn, Sitri will do her gimmicks. Match all of those mortal poison orbs. Grouped them together into a single combo and match two sets of heal match. It's better to match all heal orbs. You only need to survive this first turn. It doesn't matter how many HP you will have at the end of this turn, and Rhea will be ready at the end of the turn.

    Second turn, Sitri will bind your helper for 99 turns and changes all orbs into 20 mortal poison and 10 heal orbs. Use Rhea and swipe.

    Third turn, Sitri binds your awoken skills for 2 turns, set your max HP to 100,000 for 1 turn, changes all orbs into 10 jammer, 10 poison and 10 heal orbs. Use Rhea and swipe.

    Fourth turn, Sitri changes all orbs into heal and then spawns 10 bombs into X shape. Doesn't matter. Rhea is able to turn all kinds of hazards into heal orbs. Use Rhea and swipe.

    Last turn, Sitri changes all orbs into poison and locks them all. This is where we need to use unlocking skill since Rhea doesn't have any unlocking capability. Unlock all orbs then use Rhea and swipe.

    Sitri will complimented your effort and self destruct. You may collect Super Snow Globe as reward from your mailbox.





    Good luck and have fun. See you next time!
     
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  10. sgt502

    sgt502 ばかぷれーやー

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    Fixed Leader & Helper Challenge! [2] - Crimson Lotus Flame Dance


    Greetings, fellow PAD players!
    The second part of the Fixed Leader & Helper Challenge has come. Now we have to use Crimson Lotus Empress, Echidna-SARA and Mega Awoken Phantom God, Odin as Leader and Helper.

    Echidna-SARA's Leader Skill is "4.5x ATK for Fire attribute, Orb move time +2 seconds; 3x ATK & reduces damage with 4 linked fire orbs"

    While Mega Awoken Phantom God, Odin's Leader Skill is "5x ATK & reduces damage with 6+ combos; 2.5x ATK with 4+ linked fire orbs"

    The two are very compatible leaders, both needs to match 4+ fire orbs to activates their leader skill. Both also has built-in shield although you need to make 6 or more combo to have the shield from Odin. To fully activates both leader skill, you need to match 4 or more fire orbs and do 6 or more combo.

    There are 7 battles in this dungeon with the last battle or boss battle being the latent tamadra, so the real boss is the enemy on the 6th battle, and this time it's Rushana.

    Here's what you need to prepare for this dungeon:
    1. Sub with L-Unlock awakening. First battle will have Mirage Plesios who casts 10 turns of locked water and heal orbs skyfall. If you plan to use board changer without unlocking capability, you need to erase that locked orb skyfall.
    2. FUA or Super FUA subs. Both leaders don't have any FUA or Super FUA so you need to have one sub with either FUA or Super FUA because Rushana has resolve.
    3. Subs with tape resist awakening or super awakening. Freyr will be the enemy before Rushana and he has pretty nasty preemptives. One of them is seal the top row for 5 turns. If you don't want to stall his tape and risking your team's life, bring a sub with tape resist awakening.
    4. One sub that can generate heal and fire orbs.

    Last but not least, you need to one shot Rushana. Why? Because if you don't, you're in for a real trouble. Rushana's first turn move will always binds your awoken skills for 1 turn then proceeds to binds any devil card(s) for 10 turns, unless you drop her to her execution zone then she will use her execution skill sets instead, that is erases any buff you have then do 500% gravity. Echidna-SARA is a devil type so if you don't one shot Rushana, you will run a gimped team with only one leader skill unless you have 10 turns+ bind clear ready. Personally, I'd build my team around how to one shot Rushana. The other enemies will probably can be managed with natural board or sacrificing one skill in a pinch.

    First Battle
    Mirage Plesios will hit you for 27,104 damage as soon you enter his floor. You won't have any shield except if you have some water damage resist latents or awakenings, then you will take full damage. Make sure your team has more than 27,104 HP. Both Echidna-SARA and Odin doesn't have HP multiplier so your team HP isn't as big as you're used to if you play 4x HP leaders a lot.

    Plesios is also tough even though SARA has dragon killer because of attribute disadvantage. Don't worry. As long as you can heal from his preemptive hit and drop him to his wood attribute, your fight with him will be easier. It's better to one shot him though.


    Second Battle
    Make sure you have more than 13,471 HP entering his floor. That's his preemptive damage with both leader's shield on. Koko also absorbs light damage for 5 turns so if you have any sub(s) with light sub attribute, put them as far to the left as possible so that the damage from other subs can make up for it. Koko doesn't have a lot of HP and no attribute advantage nor disadvantage and the dragon killer on SARA will helps. Pretty easy to defeat.


    Third Battle
    Green Sonia as the enemy and she has 99% gravity preemptive. You're okay even if you have very low HP entering her floor, and even if you don't have enough heal orbs for a match, it's okay to one shot Sonia because the next floor won't have any preemptive hit. Green Sonia should be very easy since she has wood attribute and is a dragon.


    Fourth Battle
    Alnair is the enemy. He has 6 combo shield so you need to make 7 or more combo with 4+ linked fire orbs match. Alnair is also a dragon and has wood sub attribute. As long as you made 7+ combo with 4+ linked fire orbs, you should be able to one shot him.


    Fifth Battle.
    The real struggling starts here. Freyr is the enemy and he has some nasty preemptives. He seals the top row for 5 turns, put up a 6 combo shield and he also has resolve. Has pretty big HP too. Physical Killer on SARA helps with the damage considering Freyr is a Physical Type. This is the floor where you can spare to spend a skill or two to ensure that you can defeat Freyr.

    If you drop him to 1 HP, he will binds all cards then changes all orbs into heal orbs. If you don't have any means to erase that 1 HP, you're in really big trouble.


    Sixth Battle
    This is actually the boss battle. Rushana has 81% resolve and voids damage of 15 millions or more. You need to one shot her unless you have bind clearer who's not a devil type then you can play with her a little while. I prefer to one shot her using sets of skills.

    This is what I used to one shot Rushana:
    1. Mega Awoken Phantom God, Odin. +2 combo skill
    2. Sakura Matou for added move time
    3. Zeus-GIGA to change all orbs into light
    4. Senri to make 12 fire on top and 12 heal on the bottom

    That way, I will have 12 fire, 12 heal and 6 light. Good for 6 combo with VDP and Super FUA. +2 combo from Odin will make it into an 8 combo not counting skyfall. It should be enough to one shot Rushana.





    Good luck and have fun. See you next time!
     
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  11. Sunsphere

    Sunsphere Active Member

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    Ugh I've tried strategy one based on your video and Reddit (I have rimurru or whatever she's called) but I've yet to get a board I can solve to not match the poisons, 5 seconds just isn't enough time for me.
     
  12. grinder

    grinder Well-Known Member

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    I had to try a few times to get the first board where I was able to solve for 0 matches (or just a heal match on my final try). It takes some patience to figure out the right solve too. Groups of 2 was what I tried for, like the below.
    PPHHPP
    HHPPHH
    PPHHPP

    Also, do you have only 5 seconds? I think I had the finger badge and thought I had 7 or 8 seconds to solve each board? I would try that. If you have Rimruru and an Orochi friend, I don't think the 2nd board will be any issue. I have an Orochi with healer killers if you need it.
     
  13. Sunsphere

    Sunsphere Active Member

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    Yeah I was trying to do a pattern like that, but the boards I got were terrible, like an entire row or more of poisons, or L blocks in two corners, stuff I just couldn't separate in time. And with no awoken skills and either orochi or tengu, there's no time boost there. So it's 5 seconds in coop, 7 with the badge in solo. I'll try a couple more times before moving to a different strategy.
     
  14. NewToPAD

    NewToPAD Active Member

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    I did what was in this video

    1st 2 subs are mandatory and must be skill capped. For the last 2 subs use very high rcv. Light cards, and if you don’t have the myr any other 2x or higher rcv. for light cards lead will work. This was easiest lvl 9 challenge in awhile.
     
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  15. grinder

    grinder Well-Known Member

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    Ah..didn't realize that's how it worked in coop. For this one, I would try solo...
     
  16. Sunsphere

    Sunsphere Active Member

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    Eh I said screw it and just did zera zera verse, never even took a turn
     
  17. sgt502

    sgt502 ばかぷれーやー

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    Fixed Leader & Helper Challenge! [3] - Blank Mind Thunderstrikes

    Here's what you need to have to be able to clear this dungeon.

    1. FUA or fast poison sub
    2. Skill that generates Light and Heal orbs on a fast CD. It has to be ready to be used on the second floor, at least on the 2nd turn of the floor.
    3. Another skill that generates 4 or more light orbs for the 3rd battle
    4. Awoken bind clear. It will be better if the skill also generates light orbs such as Valkyrie-CIEL Gear.
    5. Enough Skill Boost to guarantee that you can use Saline on the 6th floor before the 5-turn countdown reaches zero.

    Other mechanics found on the dungeon can be solved with both leader's skill.


    First Battle
    Fire Orb Dragon as enemy. He does 15k damage preemptive hit and changes three most-right column to fire and jammer, then put up a 6 combo shield for 1 turn. If you're able to do 7 combo while keeping him alive, he will extends your move time to 1.5x for 5 turns.


    Second Battle
    Sha Wujing as enemy. He has 75% resolve and does 22.8k unshielded damage as preemptive. He doesn't have status shield so he can be poisoned or delayed. Be careful if you're trying to damage control him. He has pathetic HP and will do 99% gravity followed by an attack if you drop him to 1 HP.


    Third Battle
    Beach Meimei as enemy. She will changes 15 non-heal orbs into heal orbs so you will have a lot of heal orbs on the board. You will need to use skill here. Either a full board changer or something that could changes those heal into light. If you can't one shot Meimei, she will throw 6 turns skill delay that could be fatal for the next battles.


    Fourth Battle
    Persephone as enemy. She is a regular version and not an Alt version. She will put up 50% damage reduction for 10 turns and decreases your move time to -3 seconds for 10 turns. Use Kio to overwrite her time debuff and get additional light orbs. If your team has subs with God Killer, she should be easy.


    Fifth Battle
    Nim as enemy. She will binds your awoken skills for 3 turns and make one spinner for 10 turns on a random location. She's quite tough with 33.5 millions HP and taking half damage from Water and Fire attack. She is an Attacker and Healer, so you might want to put one or two subs that can do great damage to her, like triple 7c subs or subs with many Attacker or Healer killer.


    Sixth Battle
    This is the "real" boss. Alt Hades as enemy. He doesn't have 99% gravity preemptive as usual. Instead, he will super blind some orbs for one turn. What's interesting is that, he has a 5 turn countdown, and the super-blinded orbs are made to read as his countdown. 5, 4, 3, 2 and 1. He won't attack between each countdown so you can take your time defeating him, but you don't want him to attack. He will end you. This is where you need to have Saline changed before his countdown reaches zero. Using Saline will most likely guaranteed that your team will be able to defeat him, even though he took only half damage from light attack (no attribute advantage) and has 153 millions HP.


    The Boss battle
    Hopefully SDR tamadra appears here





    Good luck and have fun. See you next time!
     
  18. sgt502

    sgt502 ばかぷれーやー

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    New Year Skill Challenge - Mythical Plus


    What you need for this dungeon

    1. FUA, Super FUA or Delay or Poison to deal with resolve
    2. Tape resist
    3. Poison and Jammer resist, or skill that removes hazards
    4. VDP
    5. God, Dragon or Attacker Killer are preferable for easier run


    First Battle

    Jeanne D'Arc has 25 millions HP. She's a Dragon and Attacker type. She won't use any annoying skill. Depends on your team, you probably won't have a hard time defeating her. She just fixed orb starting position as her preemptive.


    Second Battle

    Tengu is the enemy. He has 27 millions HP, and is a PHysical and Devil type. He will reduced your move time to -3 seconds for one turn as well as having 5 combo shield so you gotta make 6 or more combo for your attack to goes through.


    Third Battle

    Spica. She's a Machine and God type with 40 millions HP. She will seal the top row for 3 turns. That's where tape resist comes in handy. If you're using either Wood or Light team, you're set because Spica will gives you a column of wood on the left and a column of light orbs on the right. Use it to your advantage.


    Fourth Battle

    Mitsuki is a Healer and Attacker type with 32 millions HP. Not many team packs healer and attacker killer so she might gives you some trouble, especially her 99% gravity preemptive. If your team has crappy RCV, the next floor will be even harder for you to heal.


    Fifth Battle

    Ame no Uzume. She's a God & Balanced type with 50 millions HP. She also reduced your RCV to half for 5 turns as her preemptive. If your team packed with God killer, she should be easy.


    Sixth Battle

    Yamato Takeru is a God & Dragon type with only 178k HP. That's right. 178k HP. But, he has massive defense. 500 millions defense. Card with multiple God and Dragon killer won't have problem penetrating his defense. He also will creates many poison and jammer as preemptive. If you don't have full poison and or jammer resist, bring a skill to change those hazards into something else. You can also use defense break on him since he doesn't have status shield.


    Seventh Battle

    Khepri is a God & Attacker type with 36 millions HP. She will also binds your awoken skills for 5 turns. Make sure you brought awoken bind clear or else she will gives you a hard time.


    Eighth Battle

    Artemis is a God & Attacker type with 40 millions HP. Luckily she doesn't have any annoying absorb shield. She just gonna casts 20% jammer skyfall for 5 turns. That could prevents some orbs to drop. You can opt to erase her jammer skyfall or use a skill to erase those jammers when needed. Team with low CD skill that clears hazard such as Rimururu, REX or Rhea card from Gungho Collab able to clear hazards on a low CD.


    Ninth Battle

    Tsukuyomi. She has 7 combo shield, a 50% resolve and casts no skyfall for 5 turns. She doesn't have status shield so you can use delay or poison to deal with her resolve. Getting five heal orbs and needed orbs to attack with jammer skyfall from Artemis still in effect can be challenging.


    Boss Battle

    Kamimusubi is a God & Balanced type with 200 millions HP. She voids damage of 10 millions or more for 10 turns. Beware that she will puts up annoying spinners if you can't one shot her. She will drop up to three spinners on the board and will constantly changing their location every turn. Remember Keela? Similarly annoying. Make sure to one shot her or else you might be force to stall her damage void shield since making VDP can be hard when the spinners are in the way.

    She has 159k damage (after she buffed herself) as execution hit when her damage void shield disappears, and she will repeat that every turn. You might be able to survive once but surely not twice or three times in a row.


    Rewards for clearing this dungeon are the usual one magic stone and two New Year Rainbow Tokens that can be used to get the exchangeable card from the Monster Exchange. If you already got that, you can still use it to exchange them for either Tri-God Mask or Diamond Dragon Fruit. Only one exchange allowed for each though.







    Good luck and have fun. See you next time!
     
  19. sgt502

    sgt502 ばかぷれーやー

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    Latent Tamadra (Extra Slot) Challenge! Extra Slot Trial


    Here's what you probably need to clear this dungeon:

    1. Awoken bind clear.
    2. Sub with FUA, or Leader that has bonus attack after matching.
    3. Sub with L-Unlock.
    4. Attribute absorb void if you're using either Light or Dark team.
    5. Full board change to get 7+ combo on the "actual" boss.


    First Battle

    Cameo is a Balanced type with 27.7 millions HP and 320k Defense. She also has 75% damage reduction for 6 turns, making her has 110.9 millions effective HP. She doesn't have status shield so she can be delayed, if you have delay on your team and have enough skill boost to use it on first or second turn. Cameo doesn't hit too hard for modern teams with 4x HP so she can be safe place to stall for skills, if needed.


    Second Battle

    Echidna with only 1.9 millions HP. She has 3-turn skill delay as preemptive. Not too dangerous.


    Third Battle

    Wood Guardian Dragon as enemy. He has 2-turn awoken bind as preemptive while also doing some damage and changing some column into heal and jammer orbs. If you don't have awoken bind clear and couldn't erase at least 20% of his HP while being awoken bind, he will bind a random sub for 3-5 turns so take that in mind. You may need that sub's skill or awakening. It's better to have awoken bind clear.


    Fourth Battle

    Mirage Plesios has 7 millions HP and will casts locked water and heal orb skyfall for 10 turns. If you need a full board change or an orb change, and you will change either water or heal orbs into something else, you better have card with L-Unlock on your team.


    Fifth Battle

    Yamatsumi Dragon has 8 millions HP so he's not that too difficult to defeat. He's not an Alt. version so he doesn't have resolve.


    Sixth Battle

    Kundali is a God & Attacker type who has 80 millions HP and will do 40,663 damage as preemptive, and will do the same damage each turn. If you have either God or Attacker killer on your team, he should be easy. Even if you don't, modern teams shouldn't have too much problem defeating him.


    Seventh Battle

    Agni has 12 millions HP and 5 combo shield. If you can bypass his combo shield, chances are you will defeat him provided you have enough orbs to attack.


    Eighth Battle

    Sherospada has 7 millions HP and will casts 1-3 turns skill delay. He has 50% resolve and will do 28k damage if you pushed him to 10% or lower HP while reducing your orb move time to -2 seconds for 10 turns.


    Ninth Battle

    Green Puppeteer, Courage as enemy. She only have 7 millions HP so she doesn't that hard to defeat. The problem is, depends on your team, she absorbs Light & Dark damage for 5 turns. If you're using either Light or Dark team, you probably will need attribute absorb void. She can be hard to stall because she has a potential to erase heal orbs every turn while doing moderate damage of 18k. Make sure your team can heal while stalling, or just use attribute absorb void and ignore her attribute absorbs.


    Tenth Battle

    This is the "actual" boss. Awoken Machine Zeus has 49.4 millions HP, passive 50% dark damage reduction and 7 combo shield. You need to match 8 or more combo to defeat him. If you cannot do 8 or more combo, he will starts to spams mortal poison and bind random subs for 3 turns. It's better to one shot him using orb or board change. You do not want to pushed him to 20% or lower HP because his execution hit will annihilates any team without damage void shield.


    Boss Battle

    This is the prize. Extra Slot Latent Tamadra. You will need two of this Tamadra to fully unlocked all 8 latent slots of Reincarnated or Super Reincarnated cards. The new Annihilation Colosseum dungeon can drop this Tamadra and currently is the only place to farm this Tamadra although we probably will be getting this Tamadra as rewards for completing other tasks in the future.








    Good luck and have fun. See you next time!
     
  20. sgt502

    sgt502 ばかぷれーやー

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    Weekend Challenge! Bipolar Goddess 2 - 10 Minutes Time Limit


    Here's what you might need to ensure smooth run to complete this challenge:

    1. Subs with FUA, Super FUA or using leaders with bonus attack
    2. A way to deal with PreDra who has 10 millions defense
    3. No less than three skills that can bypass damage absorb shield. Fujin, Demigod Gilgamesh, Lugh, Qilin, Borma, Panera, Reeche, Dark Raizer and similar skills. Note that 2-turn damage absorb void won't be usable here since there are no back to back enemies with damage absorb shield. They are two floors apart from each other. If you don't want to waste time stalling for the skill, bring three damage absorb void skills.
    4. Full poison resist to anticipate Beelzebub's full poison board and to prevent Grisar from spawning mortal poison orbs.
    5. A way to one shot both Kali who has around 66 millions effective HP with their 50% damage reduction applied.


    A pure combo leaders is actually not very good because you have to do a specific combo to activate their leader skills. It took times to do combo. Unless you can move very fast without much thinking, pure combo lead might be have a hard time to clear this within 10 minutes time limit.

    A faster leaders are that have easy activation. Dark Karin, Madoo, Mega Awoken Scheat, Super Lakshmi, Aerith, Tardis etc who only needs to match 5-6 connected orbs of any kind to activate their leader skills, or just using skills to activate their leader skills. You want to spend less time to clear a floor.

    There are some enemies with combo shield so you might need to take some time to do combo on certain floor but it's a good practice to clear (or at least almost clear) the board every few turns so you will get fresh orbs to attack.

    You might also want to take precaution that there are enemies with attribute absorbs, mainly on 10th floor where there will be a two potential enemies with attribute absorbs. Maleficent Zaerog on floor 20 also have a chance to appears. He has either Light or Dark damage absorbs and will repeat the attribute absorb skill when it wears off. He also has 100% gravity attack so for you who will be using 4x HP leaders or leaders without built-in shield, you might want to have a solution for Maleficent Zaerog.





    Good luck and have fun. See you next time!
     
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