[Team Building] Blue Sonia Appreciation Thread

Discussion in 'Archived Guides' started by Hitch, Feb 17, 2014.

  1. Hitch

    Hitch Member

    Messages:
    924
    Likes Received:
    21
    Joined:
    Jan 6, 2014
    Endless Blue Dragon Caller, Sonia

    [​IMG]

    Now we have the final of the dragon sisters, and she does not disappoint!

    Table of Contents:
    1) Blue Sonia 101
    • Why Blue Sonia
    • How much RCV is enough?
    • Awakening priorities
    • +Egg Priorities
    • Friend List
    2) Potential Leader pairings
    3) Potential Subs
    4) Team composition & Sample Teams
    5) Dungeon Strategies - Descended Dungeons
    6) Dungeon Strategies - High Tier Dungeons
    7) Dungeon Strategies - Bi-Weekly Dungeons

    Why a Blue Sonia Team?

    Blue Sonia is the physical version of the Sonia sisters. Her leader skill solves the main “weakness” of physical teams—lack of RCV. Physical type monsters have some of the highest HP in the game paired with a respectable attack, but most of them lack any RCV, making healing in dungeons an issue at times. But with the addition of the blue Sonia, physical types now have the RCV they crave.

    With 2.5x Atk and 2.5x RCV (or 6.25x for each when paired with another Blue Sonia), she brings high attack potential, high RCV potential to a team already possessing super high HP.

    Pros:
    • Leader skill makes the best of a type that typically possess large HP but lacks RCV.
    • With the right subs, this team can tank a very hard hit and then easily heal to full with the match of just a couple of heart orbs.
    • When paired with another Blue Sonia, the team has access to 2 active skills that convert the entire board to Blue and Dark orbs.
    • Very high explosive potential with row enhancement awakenings and the ability to use King Bubblie

    Cons:
    • Blue Sonia is REM only and is a very rare REM monster (only available during Godfests).
    • Due to above, its going to take a while to gather and find friends who use Bonia. Which severely restricts how much you can use your own Bonia.
    • Some of the most useful/powerful subs are also REM only (for example Blue Odin—which is another special god).
    • Since Blue Sonia lacks any RCV (without +eggs), we NEED high RCV physical monster subs. There are only a couple of high RCV physical monsters that we NEED to make the team workable, so you are very much out of luck if you don't have them.
    • There is a small selection of physical monsters that are either Blue or Dark.

    How much RCV is needed?

    The question that is on everyone's mind, the obvious answer is: as much as possible.

    But let's look at this closely:

    With physical teams, one thing you dont lack is HP--most physical teams can easily run into the range of 20k+ HP. This amount of HP is more than enough for most dungeons. The thing you lack with physicals is the teams overall RCV, this, believe it or not, is actually exacerbated by their high HP (imagine how hard it is to heal up when you have 1k RCV but 25K HP).

    From this, I think we should not think of "how much RCV is enough" not in the sense of absolute number (ie 1000 RCV vs 1500 RCV), but from a perspective of HP:RCV ratio.

    A good balanced Bonia team means a good HP:RCV ratio. This way, you can stall on the floors that doesnt have moves that one hit you, and burst on the floor (usually boss) that does. From my experience of playing with Bonia (others please input on this as well), I think a good base ratio to try to achieve is a HP:RCV of 3:1 (after Bonia's multiplier). So for example, a team with 3000 HP having a RCV of 160 (160x6.25=1000). With a 3:1 ratio, 3 heat orb match plus some other combos can easily heal 50% of the HP, with more combos can easily heal 100% HP. Making stalling very easy.

    I think the bare minimum is 4:1, average combo-ing of 4-5 combos can still heal a third to half of the HP, but just take a bit more planning since you need more combos.

    Awakening Priorities:

    Like her Sonia sisters, a Blue Sonia team thrives on two things: water row enhancement and dark row enhancements. With many row awakenings, her 6.25x attack bonus becomes so much more deadly.

    Row awakenings: when matching a row of 6 orbs, it adds 10% damage. If two rows of 6 orbs are matched (the two rows must NOT be connecting), it adds 20% damage, and so on.

    As a general rule, to make making rows worth while, you would need a minimum of 4 row awakenings. This has been analized in previous threads and in particular in Satan team threads:

    Courtesy of Karmakazae:

    Skill boost awakenings are also very helpful (though when is this ever not useful).

    So in terms of priority:
    1) Water/Dark row enhancements
    2) Skill boosts

    +Egg Priorities:

    What are +Eggs:
    These are monsters that drop with a "+" sign on their egg and gives +1 to one of the three stats (HP, Atk, RCV). These stat boosts can be transferred to other monster by feeding a monster with a +egg to another monster.

    A monster can have a maximum of 297 +eggs on them (99 +eggs for each stat). This gives a large boost to the stats of the monster and thus making it more powerful.

    +Egg and Blue Sonia:
    As noted many times before, this team thrives on high RCV physical monsters. So RCV +eggs are very important for this team. +egg on attack and HP are beneficial, but not crucial for this team.

    Stat by importance:
    1) +egg on RCV: provides the team with more RCV, this is particularly important if you don't have Blue Odins
    2) and 3) +egg on HP and Attack are both helpful and thus tie for second in importance. HP allows you to tank harder hits, Attack allows you to do more burst damage.

    +Egg priority:
    1) Give +eggs to your leader first (like with all other teams), this would not only benefit you, but also benefit people on your friend list. This also makes it easier for you to find and keep good friends.

    2) Give +eggs to monsters that are staple on your team

    3) Give +eggs to monster that may not be staple to your team, but are important and usable in multiple teams.

    Where to get +Eggs:
    http://puzzleanddragonsforum.com/showthread.php?tid=8886


    Blue Sonia Friends List:

    Please go to this thread here:
    http://puzzleanddragonsforum.com/showthread.php?tid=37530
     
  2. Hitch

    Hitch Member

    Messages:
    924
    Likes Received:
    21
    Joined:
    Jan 6, 2014
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    Potential Leader Pairings:

    Endless Blue Dragon Caller, Sonia:
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

    HP=5180
    Atk=1409
    RCV=0

    Active:
    Draco Summoning Circle-Wt & Dk: Change Orbs to Water & Dark Orbs
    Leader:
    2.5x ATK and RCV to Physical Type

    The most optimal pairing that gives the team the highest potential RCV. She has a very high HP (adding to the team’s already high HP) and a very respectable attack. She also has some very useful awakenings that further boosts the team’s attack potential. Furthermore, her active also gives the team another full board change active allowing for a large burst of damage.

    The only problem with her is her own lack of RCV, which means she would need support from high RCV physical monsters to make her 6.25x RCV worth while.

    Commerce Deity of Dreams, Hermes
    [​IMG][​IMG][​IMG][​IMG]

    HP=3074
    Atk=1398
    RCV=164

    Active:
    Double Attack Stance-Wt: Changes Wood & Heal Orbs to Water Orbs
    Leader:
    Secret Art of the Commerce Deity: 2x HP & ATK for Water & Light ATT.

    Since Blue Sonia and her ability is Blue and Dark screwed, your team would most likely have a large number of blue monsters in the team. Thus, this team would be able to benefit from Hermes’ 2x HP and Atk to Blue monsters. So a Blue Sonia/Hermes teams would make a 2x HP, 5x Atk, 2.5x RCV mono water team, more powerful than the typical 2/4/2 mono water team.

    Along similar lines, the same ideas discussed in Hermes can also be applied to:


    Earth-Rending Emperor, Siegfried:
    [​IMG][​IMG][​IMG]

    HP=4119
    Atk=1309
    RCV=129

    Active:
    Attack Stance-Water: Changes Heal Orbs to Water Orbs
    Leader:
    Bloody Kaiser: 3x ATK for Physical Type

    Able to make a 1x HP, 7.5x Atk, 2.5x RCV physical team. Though this lacks the healing potential of a Blue Sonia x Blue Sonia team, this team packs more attack potential. Making it an interesting option for farming purposes.

    Arcane Monarch, Vampire Duke
    [​IMG][​IMG][​IMG]

    HP=3796
    Atk=1218
    RCV=363

    Active:
    Attack Stance-Dark: Changes Heal Orbs to Dark Orbs
    Leader:
    Dark Ambition:3x ATK for Dark ATT. Monsters

    Able to make a similar team as Blue Sonia x Sieg, but restricts the team to only dark (main or sub) physical monsters. Its worth giving it a shot, but not optimal.

    Awoken Deity Odin:
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

    HP=4531
    Atk=1191
    RCV=548

    Active:
    Diabolic Lance, Gungnir: Inflicts 50x ATK Dark attack on 1 enemy, plus some HP is recovered.
    Leader:
    Grace of Mimir: 2.5x ATK for Water Att. & God Type

    BOdin provides an interesting leader pairing. It would provide the same attack boost as Bonia+Bonia team, but lacking the 6.25x RCV. Though personally, like with pairing with Sieg/Vamp and even Hermes, I don't see the team being that balanced for tackling more difficult dungeons. But pairing with Odin does provide another 3 skill boosts and 3 row enhances, and can potentially be a farming team (though TBH, for quick farming, might as well pair with a Sieg).
     
  3. Hitch

    Hitch Member

    Messages:
    924
    Likes Received:
    21
    Joined:
    Jan 6, 2014
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    Potential Subs:

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Top Tier Subs:

    Endless Blue Dragon Caller, Sonia:

    HP=5180
    Atk=1409
    RCV=0

    Active:
    Draco Summoning Circle-Wt & Dk: Change Orbs to Water & Dark Orbs

    Like with Red Sonia and Green Sonia teams, Blue Sonia is also a great sub for her own team. Though please beware, she lacks RCV, so having more than 1 as a sub severely restricts your sub potential as you NEED high RCV physical blue monsters.

    RCV aside, she packs super high HP, great attack, amazing awakenings and a great active. Almost the perfect sub.

    Note: others may disagree, but I don't recommend putting more than ONE as a sub (unless the team is all +99 RCV egged).

    Awoken Deity Odin:

    HP=4531
    Atk=1191
    RCV=548

    Active:
    Diabolic Lance, Gungnir: Inflicts 50x ATK Dark attack on 1 enemy, plus some HP is recovered.

    Blue Odin is the quintessential Blue Sonia sub, assuming you were lucky enough to pull one or more. Everything about him benefits this team:
    • He has large HP (as expected from physical types).
    • A MONSTER of a RCV for a physical monster (highest RCV in the physical type). This provides the great RCV needed in a Blue Sonia team.
    • Amazing awakenings, 3 blue row enhancements in a team that specializes in making rows. 3 skill boosts.
    • At times when you are trolled for heart orbs, his active can be a life saver.
    • Main Blue and sub Dark is the perfect attribute pairing for this team.
    • Only downside is his rarity and difficulty obtaining.
    Also, with his UVO out in JP and buffed, BOdin is just becoming more and more useful:

    魔槍の秘術神・オーディン:

    HP=4531
    Atk=1291
    RCV=548

    Active:
    Diabolic Lance, Gungnir: Inflicts 50x ATK Dark attack on 1 enemy, plus some HP is recovered. Enhance blue orbs.

    BOdin just got a serious buff and thus Bonia team got a serious buff. With his new 3TPA awakenings, sniping lower floors are easier than ever now. Now, with lower floors, you are not forced to have multipler rows to do any significant damage. A team with 2 Odins can easily snipe through the floors. With his active buff, it makes it much easier to either 1) OHKO bosses who otherwise are just too high in HP for even bubblie to deal with. 2) with bosses with lower HP, you can now run things like aquaman. So you are not stuck with bubblie. 3) for minibosses, you can now use BOdin and give a significant boost to the damage. All in all, every Bonia user should be waiting for the day BOdin gets released.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Orb Changers:

    Chivalrous Demon Lord, Amon:

    HP=3295
    Atk=1363
    RCV=423

    Active:
    Curse of the Ice: Counter x3 Damage Taken with Water for 5 turns. Changes Fire Orbs to Water Orbs.

    Like Belial to a Ronia team, Amon has just been hoisted into Bonia limelight. It is blue, it has amazing awakenings (2x skill boost and 2x row awakenings), skill up-able orb changer, AND most importantly, to the joy of those lacking in BOdins, finally another great sub providing the RCV that this team needs. With the new buff of cd of only 7 now, Amon is amazing. Definitely top Tier sup material.

    Commerce Deity of Dreams, Hermes

    HP=3074
    Atk=1398
    RCV=164

    Active:
    Double Attack Stance-Wt: Changes Wood & Heal Orbs to Water Orbs

    His active provides a large number of blue orbs. With the minimum cool down of 9, this provides the team with a stable supply of blue orbs.

    He packs good HP and decent Atk, though his RCV is low (only 164 at max level), he at least packs something compared to 0 from Blue Sonia. He also provides the team with a skill boost and a (soon to be) blue row enhancement awakenings, adding to the power potential of the team.

    Earth-Rending Emperor, Siegfried:

    HP=4119
    Atk=1309
    RCV=129

    Active:
    Attack Stance-Water: Changes Heal Orbs to Water Orbs

    Another good orb changer for this team. Packs great HP and attack with an active that can be skilled to 5 turn CD. Only downside is his lack of RCV and not the most useful awakenings.

    Dragon Emperor, Buster Siegfried:

    HP=4019
    Atk=1209
    RCV=179

    Active:
    Attack Stance-Water: Changes Heal Orbs to Water Orbs

    Compared to his brother, he looses 100 HP and Attack in exchange for 50 RCV. The argument of which brother is better for a team depends on (again) the RCV you have on your team, if you already have good RCV (1000+), then stick with the B/R sieg. If you are really short on RCV, then every bit if RCV is valuable, go with B/L one.

    Ruler of TOyama Bay, Cold Amberjack:

    HP=3370
    Atk=1233
    RCV=76

    Active:
    Fresh!: Changes Dark to Water, Wood to Heart.

    Another good (but not amazing) orb changer for Bonia. Colours are good, stats are good (though again lacking in RCV). Active is good as well to use by itself, or combo with Sieg for a large burst of Blue. Though orb changers like Amon, Hermes and Bonia are much better due to their awakenings, but this is nonetheless a good farm-able sub. This is also a good sub for those dungeons where heart orbs dont exist (Satan for example).

    Ethereal Guardian Seiryuu, Karin:

    HP=4005
    Atk=1401
    RCV=194

    Active:
    Eastern Seven-Star Formation: Changes all orbs to Dark, Wood, and Water Orbs.

    Good colouration that matches those of Bonia and BOdin. Good awakenings, 1 of each blue and dark awakenings and skill boost. Good active especially combined with Hermes.

    Norn of the Future, Skuld:

    HP=4575
    Atk=1211
    RCV=301

    Active:
    Space time turning circle: Water/Wood: Change board to water, wood and heart orbs

    An interesting sub. On the one hand, it has some amazing stats, a good active if combo'ed with someone like Siegfried. Unfortunately, its awakenings are not that exciting as far as Bonia goes. Its clear Skuld is designed to showcase a combo of TPA and enhance orb awakenings and not row awakening teams.

    Goddess of the Starry Sky, Nut:

    HP=3360
    Atk=1282
    RCV=288

    Active:
    Celestial Sign: change left most column to blue orbs

    Meh kinda sub. It does provide blue orbs (though 5 is not much when you have the options of other more useful orb changers). Awakening is also meh.

    Blast Aurora Dragon:

    HP=3855
    Atk=1264
    RCV=202

    Active:
    Blizzard Ball: 20000 Water Damage to All Enemies. Affected by enemy element and defense. Changes Light Orbs to Water Orbs.

    Another orb changer for the team (though outclassed by Siegfried and Hermes), situational awakenings. At least it has a skill boost. Definitely not my first choice of a sub.

    A key sub for this team. Provides the boost this team needs in boss battles. Though his stats are low, his active more than makes up for it. Plus the 2 skill boosts are of great help as well.

    Arcane Monarch, Vampire Duke

    HP=3796
    Atk=1218
    RCV=363

    Active:
    Attack Stance-Dark: Changes Heal Orbs to Dark Orbs

    Good stats all around, respectable RCV. Dual colour matches those of Blue Sonia. Provides the same thing as Siegfried, but for darks instead.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Power Enhancers:

    King Bubblie:

    HP=1283
    Atk=612
    RCV=135

    Active:
    Muscle Enhancement: Physical Type Monsters ATK x3 for 1 turn.

    King of Atlantis, Aquaman:

    HP=3245
    Atk=1357
    RCV=146

    Active:
    Harpoon of Atlantis: Inflict damage equal to ATK x30 to 1 enemy. Affected by enemy element and defense. Physical type cards ATK x2 for 1 turn.

    There is much toss and turn about the use of Aquaman vs King.

    Stat wise: aquaman rules
    awakening: debatable, is the TPA and blue enhance more useful than 1 skill boost? IMO, I would say yes!
    Active: King rules

    for dungeons where it would be much easier if you reach a certain HP threshold, aquaman is the sub of choice if King just dont cut it (for example, when I run Hera-Ur these days, before aquaman, I stopped running king just because I want the HP to tank the dragon's hit. Here is where I would love to run an aquaman, especially since Hera's colour means 2x vs 3x is not significant).

    But for dungeons where your HP with king is enough, then there is no reason to replace king with aquaman.

    Perhaps he might get a UVO in the future with active of 2.5x? (or a buff maybe?). But right now, I would say I am leaning 70% King, 30% aquaman.

    Armored Dual Blade Knight, Creuse:

    HP=3505
    Atk=1420
    RCV=0

    Active:
    Evil Crest: Physical ATK 2.5x for 1 turn. Inflict ATK x30 to 1 enemy. Affected by enemy element and defense.

    The new physical power enhancer. It is the inverse colour and awakenings dont offer much for a Bonia team. But it does take that niche where you need more HP than King but need more power than Aquaman.

    Water Twin Star Leviathan:

    HP=3509
    Atk=1405
    RCV=231

    Active:
    Blizzard Breath: Water Monsters ATK x1.3 for 2 turns. Inflict 20x your attack as water damage to all enemies. Affected by enemy element and defense.

    This is a great sub to have. Great awakenings (1 skill boost, 2 row enhancements), and a good active in providing burst damage. Dual water typing is beneficial as well. In theory, a great sub, only time will tell.

    Devil of the Depths, Kraken

    HP=2611
    Atk=1629
    RCV=-50

    Active:
    Enhanced Water Orbs: Enhance Water orbs. 6% per orb, up to 180% for full board.

    Much better than his Hrungnir brother, if you are thinking of having an orb enhancer for a Bonia team, this is the one to go for. Stats are good (though RCV is a drag for Bonia teams lacking in RCV), awakening is good with row awakening and skill boost, and a 5 turn orb enhancer (if you can get it max skilled). Not my first choice for subs because I would rather take this spot and fill it with a physical orb changer (Sieg, Hermes, Amon, Bonia).

    Blue Time Sorceress, Ars Paulina

    HP=3638
    Atk=1217
    RCV=0

    Active:
    Summon Water: Randomly spawn 2 Water orbs. Enhance Water orbs. +6% per orb, up to +180% for full board.

    In terms of monsters that enhance blue orbs, this sits in between Kraken and Hrungnir. It is much better than Hrungnir in terms of active and awakenings. But Kraken has the edge against her because of her row awakening. Even though +orb awakening has been buffed, its still not on par with row awakenings. So if you have the choice, stick with Kraken. Furthermore, like her other enhance blue orb active brother and sister, they will soon be out shined by UVO BOdin. So I wouldnt bother investing too much time, stones, tamadras and exp into her. (even if you dont have any enhance options, go with a king bubblie)

    Absolute Zero Hrungnir

    HP=3823
    Atk=1504
    RCV=0

    Active:
    Cold Wave: All Water and Wood Orbs currently on the board will gain a +. Each matched + orb will raise the final Water and Wood type damage by 6%

    As of now, this is the only physical blue monster that can enhance orbs for us in NA. It does a great job of doing it, a base cd of 15 perfectly matches that of a max skill Bonias, which means he would be ready for a boss burst. Furthermore, he also has great stats to boot. Though just be weary of your team's RCV since he packs 0!.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Utilities:

    Sea Deity, Heaven Neptune:

    HP=3102
    Atk=1451
    RCV=467

    Active:
    Hydra's Poison: Poison Damage of 5x ATK to All Enemies every turn. Ignore enemy element and defence. (this will eventually boosted)

    A possible alternative if you lack Blue Odin. Neptune also packs high RCV for a physical monsters, and in the lack of a better option, makes a great sub for his stats alone. Provides poison to this team which can be useful in certain situations. Though awakenings are not the most useful, when he gets his new awakenings, he is the only member of the team that is 100% bind resist. But all in all, a good sub for stats if there are not any better options.

    Shining Sea Deity Isis:

    HP=3538
    Atk=1097
    RCV=463

    Active:
    Quick Heal: Heal 3x RCV, recover 1 turn of bind

    She is one of the few Blue physical monsters that packs a high RCV. Which would be able to provide the team with the RCV it needs if you don't have Blue Odin. Though her healing ability of her active is insignificant (1500 heal for a team packing more than 20k HP is nothing really), her second part of her active, combined with a 50% bind resist can potentially make her a situational sub.

    Keroppi & Plessie:

    HP=3382
    Atk=1205
    RCV=93

    Active:
    Kerokero attack: Inflict 2x your attack to 1 enemy, and drains 1x of the damage you cause.

    Not the most useful sub, meh stats and not a useful active.

    BAO Batman+S. Gloves Act:

    HP=3703
    Atk=1348
    RCV=32

    Active:
    Electric Impact: Delays 2 turns to All Enemies.

    Replacement delay if you don't have Orochi. Dark row enhancement and bind resist is useful.

    Queen of Dwarfs, Snow White:

    HP=2851
    Atk=863
    RCV=522

    Active:
    Protection Magic-Water: Change Wood orbs to Heart orbs. Bind recovery for 1 turn.

    Meet the daughter of Isis and Megalodran. Honestly, an all around meh kind of sub potential. Compared to Isis, might as well run Isis. Compared to Megalo, Snow white is better.

    Serpent God Demon, Viper Orochi

    HP=4190
    Atk=1150
    RCV=222

    Active:
    Force: Delays 5 turns to All Enemies.

    Another good sub for the team. Provides delay to the team in situations where 1 burst is not enough to take out the boss.
    With new awakening skills coming soon, he would be a much more valuable sub with 1 Water row enhancement and 1 skill boost.

    Missionary of Time, Chrono Turtle:

    HP=3616
    Atk=852
    RCV=301

    Active:
    Time's Coiled Spring: give 6 secs to move orbs

    This is an interesting addition. Stats wise, it does have respectable RCV if you are short. I see this as a great training sub for Bonia or for dungeons where the time reduce is really hurting you. For the most part, dual colour boards dont need 6 secs to move or even the extra sec its awakenings provide. But if you are using this sub for its stats, those awakenings wouldnt hurt. Overall I think I would rather have an orb changer, orb enhancer, or more useful utility in its spot.

    UFO Ver.2:

    HP=3295
    Atk=760
    RCV=393

    Active:
    Secret Bonus: 300 Damage to 1 Enemy. Ignores enemy element and defense.

    Interesting monster with a respectable RCV. Aside from that, nothing els can be said. Active makes him a situational sub, definitely not staple sub material.

    Blue Mech General, Mar Midgard:

    HP=5107
    Atk=996
    RCV=108

    Active:
    Defensive Stance: Reduce 50% Damage for 3 turns.

    Not the most useful sub, but does provide the team with a shield and great HP. Skill boost awakening is helpful too.

    Dark Golem Mk.III:

    HP=4045
    Atk=1119
    RCV=10

    Active:
    Armour Break: Reduce Enemies Def by 75% for 5 turns.

    More useful than the Water Golem, as armour break is situationally important in certain dungeons.

    Founder of Nations, Okuninushi:

    HP=5045
    Atk=1119
    RCV=4

    Active:
    Virtuous Foundation: Delay 1 turn to All Enemies.

    Good HP, provides delay if you don't have batman/orochi. Skill boost awakening.

    Yomi Mistress, Izanami:

    HP=4511
    Atk=1501
    RCV=57

    Active:
    The Feathered Garment of Yomi: Reduce 30% Damage for 3 turns.

    Not the most useful sub, but if you are able to max skill her, she does provide a shield that can be used multiple times in a dungeon.
     
    Last edited: Mar 26, 2015
  4. Hitch

    Hitch Member

    Messages:
    924
    Likes Received:
    21
    Joined:
    Jan 6, 2014
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    Team Compositions:

    When building a Bonia team, we need to keep 2 main things in mind. These two things have been mentioned time and time again in this thread:
    • A good balance between HP and RCV
    • Enough row enhances

    So when you first start, you need to prioritize on making a team with balanced stats. This means looking at your potential subs and calculating the HP vs RCV ratio. Aim for at the bare minimum HP:RCV of 4:1, optimally 3:1. Monsters that will help you achieve this goal will be:

    (Monsters like Megalodran, Isis or Neptune are not that useful outside of their RCV stat, as your team grows and gains +RCV eggs, the need foe them will slowly diminish)

    With the remaining spots, you need to try to get as many blue row enhances as you can. The key number is 4. At 4 row enhances, 1 row of 6 blue orbs will deal more damage than 2 sets of 3 orb combos. Bonia's active gives you the perfect opportunity to make a good number of rows (usually you are averaging 2). So the more row enhancements you have the better. Monster that will help you achieve this goal will be:


    This will give you a good foundation for you to start thinking about how to make the best Bonia team available with the subs you currently have. Play around with the subs you have, think about how your team functions with the subs you have. You will gain the courage to try out new and interesting teams that are not shown on threads or youtube videos.

    Below are some potential sample teams:











    There are a lot more combinations, but you get the point :)
     
  5. Hitch

    Hitch Member

    Messages:
    924
    Likes Received:
    21
    Joined:
    Jan 6, 2014
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    Dungeon Strategies:

    Descended Dungeons:

    The ones with youtube videos attached are ones that I havent tried or havent consistently beat yet. I will replace them with team build and strategy when I do OR when someone posts a stable build for that dungeon. So if anyone have had good results (0-stone, above 70% success rate) with any of the dungeons, feel free to post as a reply. Thanks

    Hera Descended:



    Floor 8: Golem + 2 Odin will take it out
    Floor 9: you have 5-7 turns to take it out, should be easy
    Floor 10: you cant really die, Bonia her to death

    Hero Descended:
    [table cellspacing=2 cellpadding=0]
    [table cellspacing=1 cellpadding=0][/table] [/table]

    One of the easiest descend. Use floor 1 or 3 to stall a few turns for Bonia to be ready. Match 5 orbs of blue and dark to take out the masks (you have many turns anyways). On boss, pop Bonia and King to OHKO.

    Zeus Descended:



    Floor 1-3: stall enough to get the Bonias up/
    Floor 4: pop Bonia
    Floor 5: Bonia+King to OHKO

    The Goddess Descended:


    Floor 1,2: Play normally
    Floor 3: widdle him down while saving blue orbs. When he uses his charge, make rows and take him out
    Floor 4: use Hermes to take them out
    Floor 5: widdle her down until less than 70% HP (dont need to be too precise here), Bonia+King should be able to take her out even with a subpar board.

    The Thief Descended:



    Floor 1: match 3 blue orbs to take out most of the small ninjas and stall on the others. OR match a row of blues to take out everything (meaning you can stall on the other floors)
    Floor 2 & 3: leave the mid wood ninjas for stalling
    Floor 4: whittle her down, she cant kill you. Let her bind you, since she is going to do nothing next turn. Use Odins as a panic heal if out of heal orbs
    Floor 5: pop Orochi (not really needed if Bonia gives you a good board if its needed). You have 2 Bonias and a king to take him out.

    Monster info: all max awaken aside from Orochi. all around lvl 60 except King (lvl50), orochi (lvl20), Bonia (lvl92). I have tried with friends who are max lvl or with Bonia around lvl 50. So having a max lvl team is not required for this dungeon. (but of course the higher the lvl, the more you can tank when stalling).

    Hera-Is Descended:


    Floor 1-2: play as normal, shouldnt have any trouble here
    Floor 3: Bonia/Hermes (if you managed to conserve enough G and H orbs)
    Floor 4: without doing much damage, stall to get Bonia or Hermes back up. If you didnt stall enough and got it under 75%, after it uses its charge, kill on last turn
    Floor 5: if you have 2 Bonias ready, just pop 1 Bonia to take it out. Hermes would also work in this situation. I was also able to take it out without using Bonia or Hermes, just takes a bit more care into planning and conserving orbs.
    Floor 6: Bonia + King = OHKO

    For Legend: (0-1 stone at this point)

    More information HERE

    Floor 1: take out hellice, stall on other
    Floor 2: 1 row of blue + 1 more blue + 1 dark to finish off
    Floor 3: Sieg + Megalo on last turn
    Floor 4: Bonia on last turn
    Floor 6: Bonia on last turn
    Floor 7: stall for Sieg and Megalo to be out, and conserving orbs, Sieg+Megalo+King to take her out.

    Satan Descended:



    This was run successfully by Jamesfk. Odins were max lvl, one of which is +297. Team max awaken.

    Use BOdin if healing is needed. Bonia on Vamps, use King+Bonia to OHKO Satan. Original post here.

    Alternatively, less Odin and Odin-less builds also very viable. I actually like the less Odin version more since you get more orb changers. Can be found HERE

    With all of these builds, the key is to save 2 Bonia and king for boss. For the other orb changers, use them when required.
    Zeus-Dios Descended:
    [video=youtube]http://www.youtube.com/watch?v=Mp6WPcEtAdo[/video]

    Hera-Ur Descended:


    Notes:
    1) Hermes needs to be max 11 cd

    Floor 1: Pop Hermes when ready, target blue ogre, no not match 5 or more orbs. Stall on Green Ogre
    Floor 2: Hermes
    Floor 3: UFO
    Floor 4: Bonia
    Floor 5: Bonia + King



    Floor 1: target the blue ogre, dont worry too much about the bind of green ogre. Stall until skills are back up
    Floor 2: Bonia
    Floor 3: UFO
    Floor 4: Bonia
    Floor 5: Bonia + King

    Athena Descended:

    Team statistics: Bonias max lvl, 2 Odins max lvl, 1 Odin lvl 50. Bonias skill lvl 5 and 2. Everyone max awaken.



    average team lvl: 70
    awakenings: 3 on Bonias, max on Odin and King

    Floor 1: killl on last turn
    Floor 2: wittle him down while charging skills
    Floor 3: Use shark+Sieg, or just wittle him down to about 50%, then Bonia to finish him.
    Floor 4: stall until a little over half HP left, then pop Bonia + King for the kill. Or, for 3x Odin build, Bonia+King should take her out.

    Takeminakata Descended:


    Very easy dungeon since it only has 3 colours and the chance of getting orb trolled is very small.

    Floor 1: play normal, try to clear the R and L orbs as well
    Floor 2: without making any matches, move the blues in place. Or if you happen to attack (which is pretty much guaratees if you make at least 1 match). Just take her out normally, there will be lots of blue and hearts anyways.
    Floor 3: play normally, use Odin as panic if he turns the hearts to wood.
    Floor 4: take out one of them and play as normal.
    Floor 5: Bonia + King = OHKO

    *Note: since only 1 Bonia is needed for boss, feel free to use the other Bonia for floors 3 or 4 if needed.*

    Beelzebub Descended:


    Not too difficult of a dungeon, but there are a couple of things to be aware off:

    Floor 1: Use Hermes to create enough blues to take out the cerberus. (for my team 2 rows or 1 row + 4 combos worked).
    Floor 2: stall and hit when you can. The poison orbs created is not an issue for as long as you have heart orbs (you will always heal up more than the damage done by poison).
    Floor 3:
    • Amon: stall enough for both leaders to be unbound (try to), then use Odin to take him out
    • Asteroth: heal and wittle her down (she is the safer than Amon).
    Floor 4: Pop Bonia on the last turn and take him out (the point to try to stall enough for Hermes to be up sooner for the boss). Popping Hermes here would work as well (2 rows of blue would do the job)
    Floor 5: stall and heal and conserve orbs for Hermes. Pop Hermes. Pop Bonia + King. If he is still alive, he is either going to create a full board or just cut your HP by 50%, which gives you another turn to pop the second Bonia to take him out.

    *I like Hermes more than sieg just for the larger burst potential*

    Twinlit Descended:

    • max row awakenings a must
    • max skill lvl Lilith/Sieg makes the run MUCH safer
    • D/L lilith is not required, I have tried with D/D lilith or normal lilith and all worked. Prefer one of the two UVO since that gives another attribute to help with floor 3

    Floor 1: 1 row of blues will take out the floor (use Sieg if needed)
    Floor 2: lilith on last turn
    Floor 3: 5 turns should be more than enough to take out both of the dublits, try to do mass attacks when you can. Stall on tamadra until 2x Bonia and King is ready to use (minimal stalling here if Bonias are max skilled as well). If your 2 Bonias are max skill or close to max skill, taking out the tamadra by using mass attacks makes this floor much safer (there are times when tamadra binds so many team members that 5 turns might not be enough).
    Floor 4: Bonia + King should be able to take out both, but there is a chance you will leave the devlit with 1/5th HP. Second Bonia would take it out anyways.

    Izanami Descended:

    Trifruit Descended:


    Requirements:
    1) All max awoken, preferably high lvl
    2) Hermes needs to be 12 cd or less (Note, a 12 cd or less Amon would be a better sub here due to the 1 more skill boost and row awakening
    3) friend needs to be max skill
    4) If one of your Bonia is 16 cd or less, then this dungeon is 100% safe. If not, then it is a little riskier (see below for details).

    Floor 1:
    If there are enough blue orbs, make 5 or 6 blue with 2 other combos to take care of the seeds. Kill Fruit on last turn (pop Hermes if needed)
    Floor 2: If Hermes is not popped, pop Hermes and sweep the floor on last turn. If Hermes was used on floor 1, then pop Bonia
    Floor 3: If you have Bonia, pop bonia. If not, you need to take out the fruit and flower (see the riskiness of no Bonia on this floor?). Stall on Tama until all is back up.
    Boss: Bonia + King, Bonia = Win

    Heracles Descended:



    *two things of note*
    • need HP of at least 17111, though its so much easier if you can reach the 20k HP threashold. Should not be a problem here
    • need a blue orb maker ready within 1-2 turn of 1st floor, so a high skill lvl Sieg or Hermes would work here

    Floor 1: kill on last turn, pop Hermes
    Floor 2: kill on last turn, Bonia+King
    Floor 3: take your time with this one, kill when you cant stall anymore (we need both Bonia and King for the boss).
    Floor 4: stall as much as you can with this one
    Floor 5: here is where 20k+ HP is really helpful, if you can, you have 12 (12!!!) turns to kill him. Otherwise, you have 6 turns. With 12 turns, it gives you some time to get king and bonia up if you were not able to between floor 3 and 4. Hermes, then Bonia + King should be able to bring it down to <50%, then another Bonia will take it down.

    This is a dungeon where a max skilled Bonia really shines, so if you dont have one yourself, try to pair with a max skill (or at least very close to) Bonia as a friend. It would make the required number of turns to stall so much lower and thus so much easier.

    Unless severely trolled by orbs, this is a very easy dungeon.

    Hera-Sowilo Descended:


    Note: Hermes or Amon instead of 2nd Bonia would also work. Use on floor 2 and 8. Save Bonias are floors 3, 5, 9 and 10.

    Floor 1: play as normal
    Floor 2: Bonia
    Floor 3: Bonia
    Floor 4: play as normal
    Floor 5: Bonia on last turn
    Floor 6: play as normal
    Floor 7: stall until everything is back up
    Floor 8: Bonia
    Floor 9: Bonia + King
    Floor 10: Stall until King is back up, then Bonia + King

    Hera-Sowilo Descended-Legend:


    Epic Drop was able to 0 stone this dungeon with 1 empty spot. Details of the run can be found here: http://puzzleanddragonsforum.com/showthread.php?tid=37642&pid=573460#pid573460

    Zeus Vulcan Descended-Mystical:


    Pretty easy dungeon for Bonias (almost nothing can kill you).

    My team stats:
    1) Total HP (without 297 Bonia friend): 21156
    2) Total RCV (without 297 Bonia friend): 1290
    3) All max awoken, all except King max skill (though tbh, as long as you can activate Hermes in turn 1 or 2, nothing els is important).

    Strategy:
    1) Pop Hermes when he is available, match rows, should be able to take out at least the minotaur and bird. Take cyclops down normally
    2) and 3) These two things cant kill you, just match as normal, heal as normal
    4) Pop Bonia
    5) and 6) These two cant kill you. You have two turns on sieg after each of his 20k attack, more than enough time to heal and tank again. For Cu chu, once its in the gravity + attack combo, it cant kill you.
    7) Pop Bonia + King
    8) Pop Bonia
    9) this thing cant kill you, just match orbs normally and stall till all skills are back up.
    10) Bonia+king = win
     
  6. Hitch

    Hitch Member

    Messages:
    924
    Likes Received:
    21
    Joined:
    Jan 6, 2014
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    Dungeon Strategies:

    Thoth and Sopdet-Mystical:


    Pretty easy dungeon for Bonias (almost nothing can kill you).

    My team stats:
    1) Total HP (without 297 Bonia friend): 19346
    2) Total RCV (without 297 Bonia friend): 1327
    3) All max awoken, all except King max skill

    Strategy:
    1) stall till Bonia and king is up, pop to take out
    2) stall till everything is up, this floor cant kill you
    3) Bonia + king to take out
    4) UFO
    5) stall till everything is up (make sure you have as many Bonia active as you can for boss)
    6) Bonia + King, use another active if first gives a bad board.

    Wednesday Mask-Mystical:


    This dungeon is very easy, yes. But with the skill binds, its VERY annouying. Prepare to stall 99 turns......

    2nd Bonia and BOdin can be replaced with Hermes, Amon, Sieg, etc. Since the masks have very low HP, you dont need super high # of row awakenings.

    Strategy:
    1) to 4) take everyone out before they can take you out. You can either stall on floor 4) or 5).
    5) stall until binds are out. Chances are you will have more than 18k HP, so you can tank 2 hits from the masks before needing to heal..so they cant kill you. Target the blue mask only while stalling. When there is a few turns of binds left, attack the green until almost dead. When binds are gone, use the armour break and activate Bonia to take out Blue mask and you have 1 more turn to take out the green.

    Zeus Mercury Descended-Mystical:


    Another dungeon designed for Bonia, almost nothing can kill you and everyone creates blue orbs for you.

    2nd Bonia can be replaced with Hermes, Amon, Sieg, etc. A max skilled Hermes will actually be a better sub than 2nd Bonia just for its short cool down.

    2nd BOdin can be replaced by UFO for 1 turn neptune clear. HERE

    Strategy:
    1) Kill before it kills you, use Bonia if needed
    2) Store enough blue orbs to kill
    3) and 4) play as normal stall for Bonia
    5) Bonia
    6) of the times I play this, I grew to hate this floor just because its god awfully annouying. So I usually just Bonia+king it
    7) stall and kill
    8) stall and kill
    9) take until 50%, then Bonia
    10) Super easy here, with the mass amounts of blue orbs. 1-2 Bonia with a king is enough for this floor.
     
  7. Hitch

    Hitch Member

    Messages:
    924
    Likes Received:
    21
    Joined:
    Jan 6, 2014
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    Dungeon Strategies:

    High Tier Dungeons:

    Starlight Sanctuary-King of the Gods:




    The second line up is the most optimal. Take out floor 8 without any actives, 1 Bonia on floor 9, 2 Bonia and king on floor 10 would easily take out Zeus. This team has enough HP to tank Zeus' hit which gives you 2 turns to take it out. My team is max lvl, max awoken and 297 the two leaders. With this team I can actually 1 shot Zeus about 80% of the time.

    The first line up is if you do not have enough HP to tank Zeus or team is not all maxed out. Orochi buys you a couple of turns on zeus.

    Legendary Earth:



    *disclaimer: this team is only safe when you can each a HP threshold of over 24k*

    Requirements: everyone max awaken, Golem skill at 13 cd or less

    Floor 1: pop Golem and sweep the floor
    Floor 2: either sweep through the entire floor (need 6 blue orb row match +other combos) or use Odin to leave just 1 dragon left, and stall until all skills are up again
    Floor 3: repeat of floor 2
    Floor 4: pop Bonia + Bubblie, should be able to do about 75%-80% damage on the heavy metal if the board if good. And use the second to finish the job. (Even at high lvl, taking out the boss is not a guarantee).

    Right now my team is all max lvl (aside from Golem who is lvl 76), friend is max lvl. And I am running this build with a 95% success in getting to the final floor. Overall, I am running at about 70-80% success in taking out the heavy metal. (only places for improvement is a high +egg team, since it is hard to deal 4million damage on the heavy metal).

    The Mystical Twin Dragons:



    Statistics on my team right now:
    1) all max awoken
    2) aside from Golem which is lvl80, everyone is max lvl
    3) Bonias and Golem are max skill
    4) my leader and friend leader are both +297

    Strategy:
    1) save 1 Bonia + King for boss, unless very unlucky, will 1 hit both of them
    2) You need the shield break to be active still on floor 6, so try to hold off using Golem for as long as you can (though if you see a King, use golem immediately).
    3) try to combo as much as possible while matching at least 5 blue orbs, or matching rows
    4) if you are in danger, feel free to use the third Bonia, though if you do, try to match 1 blue row while conserving the other blue orbs

    This dungeon is def not an easy, brainless power through dungeon for Bonia, but is very doable.

    Third Bonia could *in theory* be replaced with Hermes or Amberjack. It would be interesting to try to amberjack, since if you max skill your amberjack, it could provide a couple of turns worth of stalling. Def going to try Amberjack when I get mine ready.

    Keeper of Gold-Mystical:

    [table cellspacing=2 cellpadding=0]
    [table cellspacing=1 cellpadding=0][/table] [/table]

    Floor 1-5: Play normally
    *note* remember to heal up enough to take any of them out. They have a 3 turn cool down, I like to take the first turn to heal up, second turn to do a large burst, this way, if I get it down to 25% then that gives me another turn to take it out before it one hits me.
    Floor 6: Stall for 3 turns until dark absorb is done, then Bonia+King takes it down to less than 50%, another Bonia will take it out.

    Sky Dragon Rush:--Legend

    [table cellspacing=2 cellpadding=0]
    [table cellspacing=1 cellpadding=0][/table] [/table]

    Very easy dungeon
    Strategy:
    1) Use the heart makers whenever, but its a good idea to save them for floor 2 or 4 since they are the only ones that can be a little annoying.
    2) aside from that....just blast away....1 Bonia is enough to take out floor 5
     
  8. Hitch

    Hitch Member

    Messages:
    924
    Likes Received:
    21
    Joined:
    Jan 6, 2014
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    Dungeon Strategies:

    Bi-Weekly Dungeons:

    Ancient Water Dragon-Legend:



    King + Bonia will be able to break the ancient dragons' armour



    Very simple dungeon, use one of the Bonias on 5th floor to take out the demons.

    Ancient Fire Dragon-Legend:




    With the nerf of Ardberg's HP to about 5mill, and tri colour, this is a VERY easy dungeon for Bonia. The build without any Odin is actually MUCH faster as a farm team then the 3x Odin build. (Hermes makes an almost all blue board with enough R to divide the blues to at least 2 sections, Shark+Sieg is another huge combo with Greens acting as dividers, or Shark+Hermes for a all blue board<-actually not as powerful since you get more damage with combos anyways).

    Points to consider:
    1) for floor 5, with 3x Odin build, make 1 row of blue to ensure you take out the Red demon. With hermes build, pop either Hermes or Shark+Sieg to ensure you can take at least one of them out (chances are this will sweep through both of them).
    2) for floor 9, 3x Odin, just take her down slowly. For Hermes, do one of the large combos for a 1 hit.
    3) Bonia+King will take it out 100% for 3x Odin. 70% for Hermes build, in which case, second Bonia will take it out. No dangers here.
    Rusted MechDragon-Legend:



    Noble Mechdragon - Legend:

    [table cellspacing=2 cellpadding=0]
    [table cellspacing=1 cellpadding=0][/table] [/table]

    Stall a couple of turns for BSonias to be ready by floor 9.
    Floor 5: pop Sieg/Hermes and match 2 blue rows
    Floor 9: Use 1 Sonia
    Floor 10: Use 1 Sonia and Bubblie, OHKO

    Black Pirate Dragon-Legend:



    Red Pirate Dragon-Legend:

    [table cellspacing=2 cellpadding=0]
    [table cellspacing=1 cellpadding=0][/table] [/table]

    Stall in the first 4 turns, snipe out the large demons as they would bind you. Boss floor, Bonia+King=OHKO

    Blue Pirate Dragon-Legend:



    Very simple dungeon to deal with, since boss creates blues and hearts for you.
    Floor 1-4: stall a bit (if needed) for Bonia to be up
    Floor 5: Bonia+king (a good board will take her out, but may leave her with a little HP). If you didnt take her out, unless you really messed up on the matching, she is going to be under 30%. This gives you another turn to take her out with Bonia/Hermes.

    CoC Dungeon-Legend: (S Rank)



    Fill the last spot with the lowest star blue monster you have. Should have no trouble here.

    Batman Collab-Legend:



    Floors 1, 2, 4, 5. Play as normal.
    Floors 3, 6, Boss. Use the orb changers (Amon, Bonia, Bonia + King for floors 2, 6, 7 respectively. I usually save 1 Bonia as extra just in case of a bad board).

    Hermes can also replace Amon
     
  9. 8gerrard

    8gerrard New Member

    Messages:
    681
    Likes Received:
    1
    Joined:
    Feb 26, 2013
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    starting one after all eh? lol..
     
  10. Klbeards

    Klbeards Active Member

    Messages:
    722
    Likes Received:
    56
    Joined:
    Jun 26, 2013
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    You're a forum writing machine!

    I was looking at subs again for Bonia and was thinking meglodran could be a substitute in certain situations.

    Bonia / Bonia, Bodin, orochi or meglodran or Isis, king bubblie / Bonia

    Again obviously a second Bodin would be preferred. But if orochi's rcv isn't going to cut it meglodran has more, as well as being a heart maker. His awakenings aren't very useful though. But Isis would probably be a better choice if you've got her.

    Looking forward to this section, thanks for starting the discussion!
     
  11. 8gerrard

    8gerrard New Member

    Messages:
    681
    Likes Received:
    1
    Joined:
    Feb 26, 2013
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    Even though Isis has more RCV, but Meglodran is more useful in my eyes, and better CD.

    Leviathan is other good sub, gives you around 2xx rev. With super awaken skills.
     
  12. Klbeards

    Klbeards Active Member

    Messages:
    722
    Likes Received:
    56
    Joined:
    Jun 26, 2013
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    Hitch was the one that pointed out my low RCV situation because I have multiple Bonias at 0 RCV, so that extra 150 RCV means a lot. But even the rest of her stats are much higher than Megalodran's

    Edit*: I was wrong above. Uevo megalodran is only 23 rcv less than Isis, not 150

    B/L Isis
    HP: 3538
    Attack: 1097
    RCV: 463

    Megalodran's
    HP: 2194
    Attack: 863
    RCV: 440

    Really I think Isis' only cons are:
    -Rem Only
    -2 Angelits to Uevo
    -No Row enhance (but I do think the resist bind awakenings could prove useful)
    -No Skill-up in NA

    It would be icing on the cake if we ended up getting Gungho Collab to Skill Isis up to a 3-CD timer.
     
  13. Hitch

    Hitch Member

    Messages:
    924
    Likes Received:
    21
    Joined:
    Jan 6, 2014
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    ya I ended up writing it on a word document and basically told myself if no one did a thread by the morning....ill take on the responsibility...XD

    Thanks

    As for the discussion between Megalodran vs Isis. I would give the edge to Megalodran. When he is ult evo'd he is only 20 RCV less than Isis. I think we can all agree that Megalodran's active is MUCH more useful (heart maker or combo with Sieg/Hermes).

    Though it also depends on the situation, as you might want to put Isis in the team if you are going against a dungeon that binds a lot.
     
  14. 8gerrard

    8gerrard New Member

    Messages:
    681
    Likes Received:
    1
    Joined:
    Feb 26, 2013
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    Just brought my bsonia for a run in t5. (both leader, unegged/unevoed) The healing is bad, really bad. I don't have Bodin, so my team consists of, buddie/seigfried/isis/orchi. 3 heal orbs just above 6000.

    My learning here: bsonia is dependent heavy on amount of +eggs and amount of Bodins. I would say at least two +99 rcv (one in your team, one friend) and min one Bodin for it to be half decent. This is based on personal opinion....
     
  15. Drogon@CA

    Drogon@CA New Member

    Messages:
    30
    Likes Received:
    0
    Joined:
    Jan 15, 2014
    Dont know where to post this but Im looking on some information comparing Blue Sonia and Red Sonia, assuming you have the following subs:

    [​IMG][​IMG][​IMG]

    Thanks to the guys putting together the Sonia guides but I was looking for thoughts regarding comparisons between the two teams in terms of strengths and weaknesses. Granted every descend is different, I need to start focusing my efforts in terms of +eggs, etc. The vibe Im getting is Blue Sonia has the edge over Red Sonia overall. Appreciate any thoughts/discussion.
     
  16. 8gerrard

    8gerrard New Member

    Messages:
    681
    Likes Received:
    1
    Joined:
    Feb 26, 2013
    I am with you on Bsonia does have the edge, given you have two Bodins. I would replace seigfried with something more useful, skill boost or enchant, even maybe another buddie.

    In terms of +eggs, Rsonia can success without lots of investment. But where Bsonia is more dependent on it, and the additional rcv will bring your team to another level. I would focus eggs on either Bsonia or Bodin. My gut feeling Bodin would be first since he tend to be more useful across different teams, but I also love having a beast leader so it is debatable.
     
  17. Klbeards

    Klbeards Active Member

    Messages:
    722
    Likes Received:
    56
    Joined:
    Jun 26, 2013
    RE: [Team Building]Blue Sonia Appreciation Thread (WIP)

    Oh shoot I must have been looking at the non ultimate megalodran for those stats (I'll update that later). That does even them out significantly.
     
  18. Hitch

    Hitch Member

    Messages:
    924
    Likes Received:
    21
    Joined:
    Jan 6, 2014
    With the right subs and lets be honest, enough RCV. A B Sonia team is definitely more powerful than a Ronia team (a lot more HP, and with Odins, A LOT more row enhancements). So tanking through and bursting through descends are a lot easier compared to Ronia teams. With your current team right now, a single row of 6 water is getting a 20x attack multiplier...which is ridiculous since we did not even consider combos.

    The main thing with this team is to have enough RCV, if your team's RCV can be about 1500ish, that is more than enough RCV to easily heal up (since we would be looking at about 10k RCV just by 3 heart orbs).

    So for +egg, the more RCV +egg on this team the more powerful you are making it.

    The only downside of this team a lack of multiple draco summoning circles (since many Ronia teams have 3-4 Ronias on the team).
     
  19. 8gerrard

    8gerrard New Member

    Messages:
    681
    Likes Received:
    1
    Joined:
    Feb 26, 2013
    Good point Hitch. Other than bsonia and bodin are 7 stars special god, no access to draco summoning circles might be the only weakness. Which makes me wonder which team has a better edge. Assuming all +297:

    Bsonia with 3 Bodins plus buddie

    VS

    Rsonia x4 plus baddie
     
  20. Hitch

    Hitch Member

    Messages:
    924
    Likes Received:
    21
    Joined:
    Jan 6, 2014
    If the entire Bonia team is max egged, I would not put 3 Bodins in there, I would put 2 in there max and leave the third spot for a second Bonia or Hermes.

    max egged team with 3 Odins will have about 20k healed for every 3 heal orb. With 2 Odins it will have about 15k, which I think is enough already for the team.

    So this way, the team can have another burst active skill (Bonia/Seig/Hermes).

    This way, we solved the issue of only 2 Draco summoning and makes the orb changing gap between Ronia and Bonia very small.

    Due to the above, I would still give the edge to Bonias since they have SO MUCH more HP compared to Ronia, which means they can tank hits that would normally kill off Ronia.

    If we are considering no +egg added Bonia vs Ronia teams....I really don't know.....I think Bonia would still have the advantage most of the time just for its tanking abilities, but for dungeons where they hit extremely high and is filled with a couple of boss battles back to back, I think I would give the edge to Ronia (assuming Ronia can take them out before they can hit you).
     

Share This Page