I still have to fix my typos and update the descends when I get to run them. I will be making it more appealing to the eye the next few days. Upcoming descend video links I will try my best to find videos without JP only monsters Vulcan Zeus https://m.youtube.com/watch?v=KoApi6awgGs https://m.youtube.com/watch?v=xZwpe0ta_zg https://m.youtube.com/watch?v=VZ5QgWz2P2U Hera Sol https://m.youtube.com/watch?v=S58mmD_rT6o https://m.youtube.com/watch?v=6v_-6c_OhzI Unfortunately it seems Zaisha has either quit or is on an extended break. The current Dmeta guide has become out of date and will only get worse, so I've decided (with some encouragement) to do a reboot. Table of Contents Page 1 Pros and Cons Why Dark Metatron Understanding row enhancements The attacker subs (had to split do to image limits) Team development - Starting out Team development - Intermediate/advanced Page2 <--Fast travel to any page Non attacker sub options The Sonias The Chinese girls Dark orb creators Non attacker utility Multipliers Page 3 Reserved for new attacker subs. Page 4 Building teams with limited REM subs Pitfalls of non REM subs Hanzo woes Process of forming a team Non REM most useful sub listing Sample teams with non/low REM Links to low REM teams for KoG and descends. Page 5 REM sample teams for KoG and weekday dungeons Page 6 End game and descends Page 7 Friends list Link to the old one Page 8 Life without Hanzo, provided by Karmakazae Links to Hanzoless builds that work Pros She is one of if not the best farming team. We are slowly getting attacker utility Damage, she can dish out some serious damage totals She has been out long enough that there are plenty of 297 Dmetas willing to accept fellow Dmeta players Style of gameplay doesn't become boring She is a proven end game leader Not only is she a fantastic leader she also doubles as an excellent sub for multiple teams. No weakness to any color Cons Conditional leader skill REM subs are required for tougher descends Over healing at the wrong time can mean failure with no way to continue Certain descends will require a very specific REM utility skill Descends are designed against her No skill ups for riders Hanzo is an irreplaceable sub for descends past Hera-Is [img=900x655]http://i.imgur.com/o8qwA9J.jpg[/img] Why Dark Metatron The leader Hand of the Dark God, Metatron Skill Enhance dark and light orbs. Skill ups Her skill ups can be found at Friday dungeon mythical. Dmeta is one of the most coveted leaders in the game for good reason, her base stats are 3230/1881/331. She is a truly a stat stick and can be used across multiple teams. Her leader skill (4x attack for attackers) is active at below 80% health, and when she is in her so called zone, damage is her forte and no row or spike team can compete with the damage she can dish out. T5/T6 farming is trivial for her as just your 2 Dmetas are able to supply enough damage to take down these bosses, you just need to feed her the dark orbs. Running a 3rd Dmeta This has long been a controversial subject with many Dmeta players as you're either for it or against it for whatever reasons. The benefits She is a true stat stick that can help your team in many ways. Running her as a sub will boost all your stats and awoken skills across the board and she gives you the added dark/light attacker that will go a long way with clearing trash mobs while conserving dark orbs. For descends or dungeons she can help with reaching HP thresholds and knock 2 turns off your skill cool downs allowing you to get skills up early for fast stable 0 stone clears. With her having 1 of the highest attacks in the game she will considerably raise your overall team damage lowering your need for so many orbs Downside Having 3 redundant enhance orb skills is never a requirement and an extra orb changer could make more sense in most cases. The Sonias will give you 2 skill boosts, a dark row enhancement, and a skill that will more often then not create boss burst all on her own. Most cases never call for the power of 3 Dmetas as 2 is usually more than enough. Personal opinion Before the introduction of the Sonias I was on the side of running a 3rd Dmeta as she really would speed things up for me and help me tank so much damage. I ran a 2nd Dmeta often enough that i started to plus egg her (114) before the Sonias. When i got my Sonias up to speed my 2nd Dmeta never made my team anymore, so about a month ago I fed her away for her eggs knowing I wouldn't need her anymore. I've said this before, but different people run different things for different reasons and it's not a matter of right or wrong, but preference. If you like to run her as a sub then keep doing. Why you should try Dark Metatron Many people are under the impression you can only run a Dmeta team with her REM only subs (namely Hanzo and Gryps) and if you don't have them you can't make a team with her. This is a myth and far from the truth, like all myths there is a little truth behind them, and in this case the truth would be you need REM subs past Hera-Is. The majority of the PaD community is nonIAP so they form Valk teams for a few good reasons. She is farmable, a great sub for a number of teams, her team can be completely farmable, and she can clear some descends and dungeons relatively quickly and easily. Valk can only take you so far into the game, and is rather boring to farm with every day. Anyone who was lucky enough to roll a Dmeta you can and should form a team as she is the ultimate farming team and much more powerful and fun when compared to the popular Valk and Sonia teams. It's very very easy to make a team to farm all the way to KoG with little investment. Please take the time to read this guide and compare the ideas I give and compare them to what you have in your box, as I think everyone is capable of running a functional team. Understanding row enhancements The formula provided by Karmakazae Teams Attacker ATK x 16 x (1+(A-3)x0.25) x (1+(B-1)x0.25) x (1+D*(0.1xC)) x (1+(0.06A)) Teams Attacker ATK x 16 x orb damage factor x combo damage factor x row awakening factor x orb enhance factor A = number of orbs matched B = number of total of combos C = number of row boosts D = number of rows matched Numbers in action If you're anything like me I will just glance at equations and never plug the numbers in to see what they really mean. This is an important part of her multiplier and you need to understand this. You don't hear about other 16x teams outclassing 49x and 25x spike teams, row enhancements are extremely powerful and Dmeta has the highest base multiplier for them and this is why she is capable of hitting well over 1-2 million damage on just one sub consistently without the use of a slime like ability, but rather a simple orb change. I'm going to use this formula to show you the important role of row enhancements in her team and how they effect her multiplier. I'm going to use 2 sample teams, team A will be like running a team where the subs have no row enhancements, so this team will have 4 row enhancements supplied by the two Dmetas. Team B will be an average descend level team of 8 row enhancements so we can compare the diffrence. To keep this simple I'm only using a simple 1 and 2 row match with no other combos. Team A 1 row (16x1.75x1.4)= 39.2 1 row enhanced orbs (16x1.75x1.4x1.36)=53.3 2 rows (16x2x1.8)=57.6 2 rows enhanced (16x2x1.8x1.72)=99 Team B 1 row (16x1.75x1.8)=50.4 1 row enhanced (16x1.75x1.8x1.36)=68.5 2 rows (16x2x2.6)=83.2 2 rows enhanced (16x2x2.6x1.72)=143 Spike teams don't make good use of enhanced orbs the way row based teams can, they can really boost your damage. These are just an example and obviously combos would increase these numbers. When building a team just try to remember to keep a happy balance of row enhancements, orb changing, and utility. NonIAP players please take note of Team A, and see how 4 row enhancements is enough to farm a lot of content in this game, all you need to do is surround her with orb changers and she will do the rest. Hybrid pairing options Moonbeam Fang Witch, Lilith Pairing with Lilith will give you an unconditional 3x attacking bonus. She does have a couple less frustrating Twinlit builds that bypass the 1st floor binds and takes away the pure smile blues. She is a very situational pairing. Goddess of the Bleak Night, Pandora She is a much better hybrid pairing than Lilith cause she has an orb changing skill with a higher multiplier. Pandora's heart making ability is very helpful when dealing with -99% gravities and preemptives. Having access to her unconditional 4x attack sometimes can be enough but her style is a little different than Dmeta's and does take a little time to adjust. I mainly run this duo during skill lock descends as it's very hard to pack in 4 skill lock resists and still have orb changers and utility if you need it. The Linchpins Moonlit Shadow, Hattori Hanzo Skill change fire orbs to dark. Burst pairings Sonia(Red Trifruit), Goemon, Haku(Dark Chaser) ,Ares(Octopus) Skill ups His skill ups appear in Tengu, Waterey Temptress, War Dragon (light, wood, and water)biweekly dungeons. Hanzo is so good for so many reasons, and you will see him often if not multiple times in team builds. He is the most sought after Dmeta sub for good reason. He is a rare collection of talents all packed into 1 slot, impressively he is able to out damage even the powerful Dmeta and that gap can be increased even more if you make good use of his two prong awoken skill. With his short cool down orb changing skill (5 max skilled) he's easily available 1st turn which is required for certain dungeons, and you're able to make use of his skill multiple times per descend/dungeon. When paired with a red orb creator like Goemon, Sonia or Ares you have instant boss burst. His skill boost and row enhancement only add to his already long list of beneficial abilities. The only downside to him is his low HP (1389) but his abnormally high RCV (480) is very helpful healing through descends. This is the one guy who you don't leave home very often. Life without Hanzo You definitely need to be creative if you're missing Hanzo sometimes, but you can still clear a lot of content without him as he isn't a must have for everything, he just makes it easier. I've always had Hanzo and never experienced the hardships of running a team without him, so I've asked Karmakazae to share his experience and achievements with a Hanzoless team. A world without Hanzo Satan, King of the Underworld Skill 300x attack and reduce HP to 1. Skill ups Satan descended This is another guy you will see very often. Considering Dmeta has a below 80% leader skill being able to clear hearts and not worry about healing really speeds thing up. Satan's 0 RCV approach also makes simple things like farming OoH and Hera so much safer. He brings along a boat load of HP (6666) to help with tanking extra damage and the added 3 row enhancements are a just also nice bonus, if you plan on farming with Dmeta you really need to get your hands on this guy. I would take a look at his descend and see what team you can acquire him with. Dmeta runs his descend fairly well check the descend guide for team builds. The Riders Gryps Rider,Vector Finn Skill Change light orbs to dark and hearts to light. Skill ups No skill ups for NA version. Burst pairings Arthur, 2nd Gryps, Vampire, Valk, Fuma, and Baal (need skill ups) Here is the #1 rider to have for many reasons, his skill lock resist is a huge asset as Dmeta teams have very limited options to combat this very annoying dungeon mechanic. Gryps matches perfectly with Dmeta being a primary dark and sub light attacker, as having a 3rd sub light attacker on the team usually means a simple 1x5 light match will wipe the floor helping to conserve precious dark orbs. With him being a primary dark attacker he will also chip in with boss burst attacks unlike all the other riders in his family. The dual two prong attack has the potential for some fantastic attack numbers and can be used for an easier way around high defensive mobs and bosses alike. While he is an orb changer he will create unwanted light orbs which could potentially lead to a hard to manage board if you don't pair him with with another Gryps/Arthur or a complete board reseter like a Sonia. He has really poor RCV (86) that will effect healing during descends. Dragon Rider, King Arthur Skill Change dark orbs to light and hearts to dark. Skill ups No skill ups for NA Burst pairings Arthur, Gryps, Raphael (Angelit), CDK, Healer sticker girls, Flower dragons, Angelion (CoC healer), Drawn Joker, Heart makers. Here is the 2nd best rider of the family, his primary light attack coupled with his two dual two prong attack will go a long way to help conserve dark orbs. Arthur can be pretty powerful in his own right if you plan accodinly and play to his strengths. Unlike Gryps, Arthur comes with options other than pairing with a 2nd rider, you can pair him with AB bllack bird, Flare Drall, or a heart maker for really nice dark orb creation, and Raphael gives you access to a full board. I use to give Arthur a hard time when I 1st started using him, but after playing with him more I've discovered his is really useful if used correctly. Personal opinion I'm not a huge fan of the riders, I really dislike how their orb changing skill works and the fact we don't have skill ups for them. Usually I will run Persephone over a rider mainly cause I run Ares/Hanzo quite often and don't want the clutter of light orbs. I do believe they are valuable and I love their new dual two prong attack, they are both worth running. Dark orb creators Super Saiyan - Vegeta Rumor has it we won't be getting the DBZ collab, if this is confirmed I will delete this sub Skill 80x dark attack to 1 enemy, and change fire to dark orbs Skill ups He can be obtained/skilled up at Dragon Ball Z collab Burst pairings Sonia(Red Trifruit), Goemon, Haku(Dark Chaser) ,Ares(Octopus) Vegeta is going to unfairly be directly compared to Hanzo. They have the same awakenings with Vegeta having an extra awoken skill as a light row enhancement. Stat wise he has a +1069 HP and 7 ATK edge while being 316 lower on RCV. You can't compare a 5 turn skill with a 14 turn skill as this is the giant downfall of Vegeta when comparing the two. More than likely we will never see skill ups for him so a max skilled (10) would be a very expensive endeavor and is still no comparison. Comparisons aside he still is one of the top subs cause of his orb changing skill and he is easily paired to create boss burst. His long skill cool down means he is saved for one of the last few floors and you're not getting multiple uses out of him. If you don't have Hanzo but do have Vegeta he will be a great boost for your team. Personally if he changed water to dark instead of fire to dark I would try an get him but with him having an available skill that is on a lower cool down I won't be trying to get him. Unconventional attackers Deathly Hell Deity Jackal, Anubis Skill Counter 3x damage taken with dark 5 turns and change grass orbs to dark. Skill ups His skill ups can be found at GunHo collab Burst pairings Sonia (Green Trifruit), Zeus Dios, Genbu (Green chaser), Michael (Hominal Beast), Artemis (Squid), Sasuke (Kodama) Anubis isn't your prototypical attacker sub as he lacks a dark row enhancement, and his HP,ATK,RCV (2948,1350,588) distribution is rather odd with him having a low attack and high HP and RCV. For him to be useful you really need to painfully skill his extremely long skill cool down (20). Cathy is hard to get and her evo mats aren't exactly the easiest to collect on short notice, so this is quite a task but totally worth the investment. His true value is when taking on descends as his auto heal and high RCV combines to make healing for or from preemptives a lot easier, and given the fact he is an orb changer can help with taking down a mini boss or pair him with Sonia/Zeus Dios for a full board. Being primary dark and sub light he matches the team beautifully, giving you the 1x5 light attack option and at the same time contributing to overall team burst for bosses. Anubis is a unique combination of stats, awoken skills, and orb changing ability. He is 1 of my favorites for descends. War Deity of the Night, Tsukuyomi Skill Move orbs freely for 10 seconds. Skill ups His skill up appears in Eco collab. Apparently GungHo made 1 male and 1 female Yomi. The attacker is the male and he has really nice stats (2472,2036,295) but again doesn't fit the mold of an attacker you come to expect when running a Dmeta team. He lacks dark row enhancement and his skill really isn't useful for making rows, but his skill could come in handy for Izanami descended (see descend guide). I do believe his skill will become more important as GungHo implements the void damage if less than 5,4, or 3 combos respectfully, as he will allow you to pop a Sonia skill and make both rows and combos rather easily. His skill lock resist is both valuable and rare, but he is basically just a stat stick in most cases if you use him. Overall when you need him he is really convenient and valuable, but he offers little help to the team far as his skill except in certain situations. War Deity of Fury, Ares Skill Change water and hearts to fire. Skill ups His skill up is found in the Groove coaster collab. Ares is only a secondary dark attacker and lacks a row enhancement, his primary red attack does not fit in with Dmeta's dark heavy approach, but his red attack will help with conserving dark and light orbs by adding a 3rd color to clear mobs with. His true value is setting the board for Hanzo, as the Ares/Hanzo pairing is extremely powerful and can take out most bosses in the game. His skill can be maxed at a 9 turn cool down so you can feasibly get two Ares/Hanzo combos during a dungeon. If you plan on farming Fagen with Dmeta Ares really shines here. It's no secret his weighted stats are among the worst in the game and his 0 RCV hurts for descends, but i believe his skill more than compensates for all of this. Ares is one of my favorite subs, as most people prefer Sonia and it's hard to argue who is better when you compare Sonia vs Ares. I always choose Ares for farming and Sonia for descends past Zeus. Conquering Martial Deity, Cao Cao Skill 1 turn delay and change water orbs to fire. Skill ups No skill ups for NA yet. Cao is a bit like Ares in that he doesn't fit with the dark heavy team chemistry, and he doesn't offer as much burst potential as Ares. His skill lock resist is a great asset for the skill lock dungeons. His delay could give people an added turn to kill a boss off. His RCV (27) isn't much better than Ares's but his HP (3195) is pretty impressive. With him having a skill lock resist it's nice to have someone feed fire orb to Hanzo if you bring him along, but i believe Ares is the better choice outside of the skill lock dungeons unless you need Cao's delay skill. He could be a better farming option as a leader and an occasional Dmeta sub unless you don't have Ares or Sonia. Dark attacker dragons Dark Twin Star Tiamat Skill 20x attack and dark attack x1.3 for 2 turns. Skill ups Tiamat's skill ups appear in Dragon Zombie, Beelzebub descended, and Gift from heaven and also appear in Rusted Mech dragon, and Ancient dark dragon. His stats aren't terrible (2500,1754,198) and his 2 dark row enhancements are always welcomed. His 1.3 attack boost for 2 turns could be enough of a multiplier for most situations, I can really see people with under developed teams using him as an option for KoG teams for floors 9 and 10. His skill however does require to be skilled as 30 turns is a lifetime to stall with Dmeta, if you plan on using him he could be worth the trouble of skilling up. Ideally a max skilled (10) Tiamat would be best, but you could get away around a 15-17 turn cool down depending on the dungeon and skill boosts on your team, just do the math and make sure he will be ready when you need him. Having both a dark attacker and a multiplier is a nice luxuary as other options could mean running a non attacker for a multiplier. Dark Samurai Dragon, Nobunaga Skill 30x attack to all enemies and 1.3x attacker type for 2 turns. Skill ups He can be obtained and skilled up at Extreme dragon rush, and dark war dragon. For those who don't have or don't want to go through the long skill up process with Tiamat then Nobunaga would be a good alternative. His Massive HP (4540) could help with reaching HP thresholds and generally just helping tanking damage. His skill cool down (19) still requires to be skilled (10 max) if you really want to use him. He lacks row enhancements like Tiamat but is easier to skill up if war dragon ever returns. He can also fill the same role as Tiamat for people looking for a boost for KoG for floors 9 and 10. Omega Night Skydragon, Elysion Skill Dark damage of 5x attack. Skill ups He can be obtained/skilled through Skydragon rush. Elysion adds another primary dark sub light atacker to the team and his attack (1871) is pretty nice , but it comes at the expense of low HP (1591). His skill is rather useless but if you're just looking for another dark/light attacker to boost your damage and you're short on options he could work for you. Personal opinion I'm really not big on dragons (I'm sorry Ronsonson) I think Tiamat and Nobunaga have their uses for certain people in certain situations. If you're limited with dark attackers they make sense, but if you have other options they could be better especially if you don't need their multiplier, as another orb changer would be best. Utility attacker subs BAO Batman+Remote Claw Skill Delay 1 turn. Skill ups Can be obtained at Batman collab REM. Batman has average stats (1990,1700,183) He is probably best know for being a low cost lead more so than a Dmeta sub. He does have an always helpful row enhancement, with a delay skill that could help give some the extra time they need to finish a boss off. For people with under leveled teams or just not a whole lot of attacker options Batman can be a huge help with a consistent KoG team, giving you an extra turn if you need it during the boss stages. Moonbeam Fang Witch, Lilith Skill 1.5x attack for devil type. Poison all enemies for 1x attack. Skill ups She is 100% drop at Satan and you can find her skill ups at Batman collab and Poring tower. You bring her for 1 reason, her poison skill for high defensive mobs or bosses. You have a choice of her and 10th angel, the trade off would be 10th angel only attacks 1 target while Lilith will attack the whole board but can't get through preemptive shields. She has an RCV (608) advantage but has 1543 less HP. Oddly enough she is used in Twinlit builds but her attacker form isn't recommended because of her sub light attribute that makes her a bind count risk. There is an alternate build where she is used as a leader as opposed to a sub for Twinlits that could be an option for some. Awoken Phantom God, Odin Skill 50x dark attack and 10x attack poison to all enemies. Skill ups Odin's skill ups can be found at Legendary seaway. Like the rest of the Odins he has some beefy stats (4059,2043,154). Unfortunately he doesn't fit in very well with a typical Dmeta team, but with his 3 fire row enhancements he does make fire rows worth going for so you can get use from both fire and dark attack on a Sonia active. He does have potential luxury builds when max skilled (15) with his poison and 3 skill boosts making things much faster, just be aware his skill doesn't use a turn like Lilith's poison skill. My experience with him is limited, once we get his skill up I will use him more for a more in depth opinion and uses AB Black Bird Bomb Skill Fire and dark to hearts. Skill ups He can be found at the Angry birds collab. He isn't going to help you with awoken skills or stat wise (883,1560,0). He is a good heart maker that is a primary dark attacker and could be handy for something like Satan or when you need a heart maker and can't afford to run another non attacker. You can always pair him with Arthur for some really nice dark orb production. For people with little options attacker wise and happen to have Arthur i recommend trying this pairing as it is a nice boss burst option. Scorched Claw Dragon, Flare Drall Skill Wood to hearts. Skill ups Can be skilled at Eco collab. Well he is a heart maker maker attacker option. He's not quite as good as creating burst with Arthur as AB Blackbird, but does offer an extra color to attack with and the ability to make hearts. Rei&Eva Unit-00, Suicide ATK Mode Skill 50% damage reduction for 2 turns. Skill ups She can be found at Eva collab's REM machine. Her primary light attack can help with conserving dark orbs. The main reason you would run her would be her 50% damage reduction. It's nice that we get a damage reduction attacker but her skill isn't as good as the non attacker options. If you find yourself needing damage reduction and 2 turns is enough try to remember her. I often forget about her as I've become accustomed to Kushi. The Tenth Angel - Assault Mode Skill 15000 to 1 enemy ignores defense. Skill ups He can be found at the Eva collab. This is probably the most useful sub out of the Eva collab. Just remember he only attacks one target so he's good for the descend bosses with high defense. He does have nice HP (2970) compared to Lilith as these two will be your main choices just compare them and pick the one you like. Team development Starting out Why she is so different than other teams you run Let me 1st start off by saying Dmeta is the most flexible team in the game. Most teams will settle on a line up that doesn't change according to what they run. They might sub in an extra delay or damage reduction but for the most part everyone will run the same basic team for a certain leader. Dmeta breaks this mold and way of thinking as you tailor make a team depending on what dungeon you're running, as you set your team up for what you like and how you like to run it. If you asked 10 Dmeta players what they run for say something like KoG, you will more than likely get 7 different builds that are all successful. There is no 1 best line up or cookie cutter team. you will however notice their are happy pairs that often create 2/3 or full dark boards. With her being so flexible and forgiving anyone can form a functional team. Early team formation For simple T5/T6 farming your 2 Dmetas alone will provide all the damage you need and more for the bosses, it's your job to surround her with orb changers and keep feeding her and watch her work her magic. I can't stress this enough they don't need to be attackers just take a look in your box for anything that can create dark orbs. I'm sure most people have a Vampire or 2 and a CDK as these are both easily farmed and max skilled. You want to look for what boss burst options you have. These are the ones that create 2 rows or more consistently, quick examples would be Sonias, Persephone, Chinese girl pairings, Ares/Hanzo, Pandora/Vampire just to name a few. If you're unable to find any of these boss burst options than you would have to consider Tiamat, Nobunaga, maybe Loki, or some other multiplier to squeeze more power out of the small orb changing production problem you're having. Depending on your team's levels and what you're running try to keep in mind you want to balance dark row enhancements with orb production as both are important. When talking about team formation most people prefer different subs for different reasons. Two people could have identical boxes yet run 2 totally different teams for the same descend or dungeon. This is cause people play differently and you're given the freedom to tailor your team the way you like. Your best bet is to play around with multiple set ups and see what suits your play style. Developing your team You really want and need to fully awaken your Dmeta, if you can't fully awaken her you must at least awaken her to her third level to unlock her row enhancements to run an effective team. Remember her true multiplier is hidden away in her row enhancements and try to get as many onto your team without sacrificing orb changing abilities. The good news is the two Dmetas alone make going for rows beneficial, as 4 row enhancements should be enough to easily take you to Junos Island if you're team isn't really under leveled. Like any other team in the game you really want to fully awaken and level your subs. Dmeta's achilles heel is her HP pool, this will sometimes limit what you can run, or be the difference between a stable 0 stone run and an unstable one. You need to forget about the whole experience curve most people talk about as this will have dramatic repercussions with your damage output and survivability with tougher content later in the game. Work on max skilling anything you can as this will go a long way in helping your team later down the road. Dmeta isn't a good stalling team especially when she is in her zone, and if you have a skill on a long cool down you might not make it to the boss stage or you could get there and not have the skill ready. Health Since her leader skill activates below 80%, your health is your biggest enemy. Over healing at the wrong time can spell certain doom, and if you're at a boss during a descend you may not be able to stone to continue. Hopefully you have Satan as his 0 RCV approach really makes your life so much easier, cause once you're in the zone he takes healing above 80% out of the equation. Satan will make most dungeons run smoother, faster, and sometimes safer. If you don't have him you really should get him, as life without Satan isn't an easy one when farming with Dmeta. Healing really slows her down and she is built for power and speed. Without 0 RCV as an option you will need to know your dungeon before you enter, if you can't tank the boss's hit then you have to take appropriate measures that healing out of the zone at the wrong time won't happen. You could run a damage reduction safety net like Kushi or Susano. Another good tactic is to simply tank the mini boss before moving onto the boss stage. Now if you're unable to tank the mini boss you could clear all the hearts on the board leading up to the mini boss stage, and just take damage until you're happy with the level of your health. Be careful not to wipe the floor to early as it's really hard to stall with her in the zone. I'd clear some off color orbs or not clear anything at all if your skills are up and you're happy enough with how the board is set up for the next stage. Nobody likes to leave a plus egg behind or waste stamina, play it smart and don't take chances with over healing. My team starting out When I first started running my Dmeta team we didn't have as many options available to us as there are now, so technically it should be easier for some to start a nice little team now as compared to when I first started. My starting team was Hanzo/Vampire/Arthur and a mix of Satan and CDK depending on what I was running. I was able to farm all the way to Junos with no sweat, for KoG I was missing a crucial boss burst as CDD would get most of the time. Then Ares got his attacker evo and I could instantly farm KoG and started clearing mythical descends. With all the swift changes in the game you never know who the next game changing attacker will be, and it could really vault your team to a new level. Team development Intermediate/advanced How far will she take you? It's no secret that Dmeta's best subs are REM only and I'll explain more on this in a little. This is where you want to evaluate your team and ask yourself how far can she take you. Two heros, Hera, Valk, and Zeus can be cleared with 0 REM, Goemon and Hera-IS can use a little REM help but doesn't require the list of REM subs for say something like Athena which isn't a hard descend by any means, but without a poison orb maker the only way to beat her with Dmeta is a REM only team with a boat load of plus eggs. GungHo likes to put things in descends to nullify a team from doing it. If you believe you have enough of her subs to take on tougher descends than challenge yourself and take them on. If you feel like you don't have the collection of subs to press on then pump the breaks and simply use her as your farming team for things she can do until you get that piece, whether from REM or an evolution from a god sitting in your box to vault your team to the next level. Now If you find that Dmeta isn't the team to take you through the tougher descends she is still a great target for your plus eggs, as she can be used as a sub across a number of teams and if you have a list of Dmeta friends she is a great PEM point getter. For those of you looking to go to the next level of descends and beyond your plus egg targets should be #1 Hanzo, if you have him he is the most used sub and his RCV really helps with descends, and he could also use the HP eggs as we all know he is a little light in that department. Second choice would be Sonia if you were lucky enought to roll her she has full board compatibility with Hanzo, she is also a popular lead and can net you some PEM points, and finally she subs very well on a number of teams. She will be in your descend line ups very often for many reasons. #3 Sonia I know she is really rare but if you do happen to have her she is worth every HP egg you can get your hands on. I've stated this before, reaching critical HP breakpoints can be a problem for Dmeta and Sonia is the best option out there to combat this. Adding RCV eggs wouldn't hurt either as she starts with 0 and all the healing you can get will help you more than hurt you at this point. These are my personal top 3 candidates for plus egg investment, just remember everyone likes different things for different reasons, so my top 3 might not be your top 3. After these 3 it's really up to according to what you have and like and what you run the most. Why REM subs are so important By now you've probably noticed that farmable dark orb changers not only lack the attacker sub type but they also lack row enhancements. When you start to get into descends you need to create boss burst back to back to back and running non attackers will really diminish your damage out put and not OHKO bosses. Unlike T5/T6 farming you can't get away with just feeding Dmeta dark orbs with no extra row enhancements on the team and expect her to just wipe everything. This is where you have to realize the importance of row enhancements vs dark orb creation. Row enhancements are the number one reason that Dmeta with a 16x multiplier is able to consistently out damage the likes of Ra with his 49x multiplier (sorry Xirt) and Kirin is also no comparison with her 25x (sorry Iron H). You can still get away with running 1 or 2 and even 3 non attacker subs for descends. Let's examine the team with 3 non attackers as it's an exotic build that can clear a lot of content and shows the difference row enhancements make on your team. The subs on this team are Hanzo and 3 Sonias, this team is dubbed Hanzo and his harem. You only have 3 attackers doing all your damage, but all 3 non attackers have row enhancements bringing the total for the team to 8. you also have to consider the Sonias also have great orb changing abilities and this team has 2 boss bursts and a full board built in. This is a good mix of row enhancements and orb changing, I only used this team as an example cause i wanted to show you that if you have enough row enhancements and orb production on your team you don't need a lot of attackers in your lineup to make an effective team. Now let's take this same team and take the Sonias out and sub in 3 Persephones. By doing this you're lowering your damage output by at least 30-60%. This team has amazing dark orb creation but it only has 5 row enhancements and it's not going far at all. You need to take into account when you're forming a team for a descend your row enhancement total, orb production, attacker count and if you need a utility skill. Max skill your girl You would think this is fairly useless with all the skill boosts available on her team. There will be times you will need her to be up fairly quickly and if you want to farm Legendary Earth you want her up and ready to go before your 1st move to ensure stable runs. I'm not sure if all Dmeta players are like this or if I am the only one, but if i get a friend request from another Dmeta user the 1st thing I will look at will be It's skill level. The reason being it shows the level of commitment the person has in the team, I'd accept a +1 max skilled before i would except a +150 unskilled request. I would find your best Twinlits team and look to farm it when you can, ideally you want to wait till 2x drops are active for the added bonus of baby Tamadras, but you can still farm outside of 2x cause it is 100% drop on the boss floor. Take a look in the descend section and look at some of the sample teams there and see if you're able to put one of them together. RCV on your team In hindsight I made a big mistake with my pluss eggs on my team. I 297'ed my Dmeta and started to apply HP and ATK onto my commonly used subs and fed my RCV eggs away to other gods on different teams thinking I didn't want RCV on my team. When I got to the point where I started running descends past Hera-Is I found myself wanting to heal more not less as I had originally thought. The lack of RCV on my team cost me some 0 stone runs. If you plan on running descends past Hera-Is I'd store your RCV eggs and add them in as you feel you need them. With the way preemptives are set up on the later descends you need to heal a considerable amount leaving one floor to the next just to tank another preemptive strike. Three prime examples of this would be Hera-Ur, Zeus Dios, and the Golden Keeper dungeon. If you don't have the needed RCV you will be forced to slot a damage reduction or heart maker both of which means you must take out an attacker or valuable orb changer while possibly losing an important row enhancement. You need to gauge what your team heals at and if you think it's to low add some RCV as you need it. Try your best to keep a happy median as RCV is pretty tricky and definitely has it's consequences. A perfect example for this is my KoG farming team it's RCV has gotten so high that I've been forced to run Satan, Kushi, or Lu BU cause my team was over healing pretty often and I couldn't tank their hits.