[Team Building] Goddess of the Dead, Nephthys Guide -UUEvo When?

Discussion in 'Team Guides' started by Bane Shydow, Nov 30, 2015.

  1. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    Welcome to the updated team building guide for Nephthys!

    upload_2015-11-30_10-10-39.png
    Credit to the artist, Kei.
    Table of Contents
    1. Introduction
    2. Subs Overview
    3. Detailed Sub Evaluations
    4. Team Building and Sample Teams
    5. Early Game Guide
    6. Descends with Nephthys
    7. Friends List
    8. Acknowledgements
    9. Update Log
    10. To Do List​

    1. Introduction
    Nephthys is a leader who strikes a good balance between damage, survivability, and ease of use. Although she is not considered to be "top tier," a proper Nephthys team can clear most lategame content with enough investment and skill.

    :monster1::monster1:/:monster3:
    Leader Skill: Dark attribute cards HP x1.35, RCV x1.35. ATK x3 when attacking with 3 of following orb types: Fire, Water, Wood, Light, Dark & Heart.
    Active Skill: (17 → 8 turns) Dark attribute ATK x1.5 for 2 turns. Enhance Dark orbs. +6% per orb, up to +180% for full board.
    Awakenings: :awakening25: :awakening16: :awakening15: :awakening25: / :awakening25: :awakening25: :awakening5: :awakening28:

    Nephthys's leader skill requires you to match any 3 of the 6 different types of orbs. This activation is very simple, which makes her great for newer players, and is nearly guaranteed on any board. Be aware that you need to have the color on your team in order for it to count towards your leader skill. However, this does not mean that you need to have all colors covered on your team. You can leave out one or even two colors and still have a high activation rate. Generally, Nephthys subs tend to be dark main attribute to maximize damage and cover the other colors with their sub-attributes to activate her leader skill more easily.

    When paired with another Nephthys friend, you have 1.82x hp / 9x atk / 1.82x rcv. The hp and rcv multipliers are her main strength, allowing your team to stall, grind, or tank big preemptives where other teams cannot. A max leveled, low-REM team with only a hypermax friend can achieve 30k+ hp and 4.5k+ rcv. An ideal, fully hypermaxed team can have over 45k hp and over 8k rcv before the enhanced heart orbs are taken into account.

    And don't be fooled by the lowly 9x attack multiplier into thinking that Nephthys can't deal the damage required for difficult dungeons. You won't be dishing out millions of damage every turn, but you can burst heavily when needed. The leaders alone bring a stack of :awakening25: that will boost the entire team's damage, and good teams bring subs that pack multiple :awakening4: or :awakening23: awakenings to further improve your damage output. When the awakenings are combined with orb changes and Nephthys's own enhance active, you can hit for over 1 million damage per team member.

    The general play style is similar to most tank teams. You stall or grind where you can, then burst with your actives when needed, then you stall again to get your actives back up.

    Pros
    • High hp and rcv gives good stability.
    • Easy to activate leader skill. Great starting leader for new players.
    • Can achieve 100% :awakening28: with her uevo.
    • Shares subs with many other dark teams.
    • Flexible sub choices. Team can be focused on :awakening23: or :awakening4: or even just :awakening25:.
    • Decent options for farmable subs.
    • Can clear King of the Gods with an entirely farmable team.
    • Good farming leader due to simple leader skill, but strong enough for descends.
    • Can clear most lategame descends and rushes and challenge dungeons with sufficient investment.
    Cons
    • Weak to binds. If your leaders are bound you lose your hp & rcv multipliers.
    • Not a good choice for "No RCV" dungeons.
    • Reliant on orb change active skills to deal damage. Requires her own enhance active for heavy burst.
    • Has difficulty with multiple floors in a row that require bursting due to reliance on actives.
    • Not much room for utility subs without sacrificing damage.
    • Damage output can be lacking if your subs don't bring enough :awakening4:, :awakening23:, or :awakening25:.
    • Lategame content generally requires large +egg investment.
    • Lacks the damage needed for some of the hardest endgame dungeons.

    Compatible Friend Leaders
    Generally, Nephthys works best when paired with herself for the higher hp and rcv multipliers. However, sometimes you don't have enough Nephthys friends or want to try a different leader pairing for higher damage output.

    Almost any other friend leader you choose will involve a trade-off. Having two different leader skills generally makes activating both more difficult and may reduce your options for orb changes. Many other leaders will increase your damage output at the expense of your ability to tank. Depending on the matching requirements of your friend leader, you may not be able to take advantage of row enhance or TPA awakenings.

    Compatible Tank Leads


    Compatible Damage Focused Leads


    Friend Leaders for the Early Game
    etc...
    Most color matching leaders are suitable friend leaders for the early game until you have more Nephthys friends available.
     
    Last edited: May 30, 2016
    JKRebel, Cookees, David@PF and 3 others like this.
  2. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    2. Subs Overview
    A quick tl;dr for subs based on their actives and whether they fit with row or TPA team compositions.
    The value of most subs will vary depending on the rest of your box and the specific dungeon you are tackling. Having the right mix of colors and awakenings on your team and compatible orb changes is often more important than how good a sub is on its own.


    Dark Orb Changers




    Full Board Changer




    Heart Makers




    Bind Clear
    Bind-Immune
    Not Bind-Immune
    Heart Row Awakening


    Delay




    Shield




    Other Utility
    Dark Skyfall Buff
    Enemy Armor Reduction
    Poison/Direct Damage
    Orb or Damage Enhance
    Gravity


    Row Team Subs




    TPA Team Subs


     
    Last edited: May 30, 2016
  3. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    3. Detailed Sub Evaluations

    Dark/Water
    Awoken Haku
    Active: (13 → 9 turns) Change all orbs to Fire, Water & Dark orbs. Reduces cooldown of other skills by 1 turn.
    Awakenings::awakening25: :awakening25: :awakening9: :awakening4: :awakening4: :awakening28: :awakening16: :awakening10:
    Review: Awoken Haku is one of the best subs for a TPA team. Her active gives you a new board of dark, red, and blue, which is great for when your board has no darks or for clearing away poison or jammers. Her active also gives 1 turn of haste to your other monsters. Feel free to run more than 1 Awoken Haku if you have dupes.

    冥鈴の星天使, Lumiel
    Active: (14 → 9 turns) Change all orbs to Fire, Water & Wood & Dark orbs.
    Awakenings: :awakening4: :awakening4: :awakening4: :awakening16: :awakening25: :awakening27: :awakening27:
    Review: With her new ultimate evolution, Lumiel became an amazing addition to a TPA Nephthys team. Her active gives you a four color board of dark, red, blue, and green. This can be combined with another orb changer to get a half dark board for a significant burst

    Lightning Black Dragonbound, Typhon
    Active: (16 → 10 turns) Change all orbs to Fire, Water & Dark & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening4: :awakening23: :awakening16: :awakening10: :awakening28: :awakening6:
    Review: Another board change active. Typhon gives a board of dark, red, blue, and hearts. Very useful for when you need to deal damage and heal at the same time, or you can combine it with another orb change for a half dark board to burst. Typhon has a varied set of awakenings that lets him fit into almost any team setup. He is also one of the few dark monsters with a bind removal awakening.

    Arbiter of Judgement, Metatron
    Active: (10 → 5 turns) Enhance Dark orbs. +6% per orb, up to +180% for full board. 35% damage reduction for 1 turn.
    Awakenings: :awakening23: :awakening23: :awakening16: :awakening16: :awakening16: :awakening27: :awakening27: :awakening28:
    Review: Dark Metatron provides a huge amount of stats and great awakenings for a row based team. An excellent choice if you need skillboosts. She also brings a 35% shield and enhances dark orbs with her active.

    Placating Founder, Okuninushi
    Active: (11 → 8 turns) Delay 1 turn to all enemies. Dark attribute ATK x1.5 for 1 turn.
    Awakenings: :awakening25: :awakening10: :awakening4: :awakening4: :awakening16: :awakening16: :awakening28:
    Review: One of the few dark monsters with a delay active. Very useful for certain endgame dungeons without status shields. Solid awakenings for a TPA based team.

    Destruction Palm Mechanical Star God, Castor
    Active: (12 → 7 turns) Change Heart, Jammer, Poison & Mortal Poison orbs to Dark orbs. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening25: :awakening25: :awakening28: :awakening28: :awakening5: :awakening5:
    Review: Fits in well with most teams. Active is an improved heartbreak that also converts annoying jammers and poison with a haste. Very easy to reach 100% :awakening28: with his awakenings, though you may also end up with more than you need. The :awakening5: awakenings stack up to give your team seriously crazy rcv.

    Seraph of Corruption, Lucifer
    Active: (25 → 10 turns) Inflict Dark damage equal to ATK x200 to 1 enemy in exchange for reducing HP to 1. Affected by enemy element and defense. Randomly spawn 6 Heart orbs from non Dark & Heart orbs.
    Awakenings: :awakening4: :awakening4: :awakening4: :awakening16: :awakening28: :awakening12: :awakening12: :awakening12: :awakening12:
    Review: An interesting sub choice with his new super uevo and active buff. 3 TPAs and decent attacks makes him good on a TPA team. His active sets you to 1 hp, but making 6 hearts should allow you to heal almost to full. He also has fairly high rcv and 4 autoheals to further increase your healing. (Coming soon to NA)

    Ethereal Guardian Seiryuu, Karin
    Active: (14 → 9 turns) Change all orbs to Water, Wood & Dark orbs.
    Awakenings: :awakening9: :awakening3: :awakening25: :awakening7: :awakening23: :awakening4: :awakening16:
    Review: Her main attribute is off-color, but her board change is almost as good as Haku and she brings decent awakenings for a dark team. Not an ideal sub in the end game, but certainly useful when lacking better options.

    Returning-Claw Blue Dragonbound, Ryune
    Active: (15 → 10 turns) Change all orbs to Water, Dark & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening7: :awakening7: :awakening4: :awakening4: :awakening16: :awakening10:
    Review: Similar to Karin. Off-color with a useful board change. Her board change makes hearts, which is great for healing and attacking at the same time.

    Magic Hand Slayer Goddess, Durga
    Active: (13 → 8 turns) God & Devil type cards ATK x2 for 1 turn. Inflict Dark damage equal to ATK x40 to 1 enemy in exchange for reducing HP to 1. Affected by enemy element and defense.
    Awakenings: :awakening4: :awakening10: :awakening16: :awakening22:
    Review: Her active skill isn't very good because it sets your hp to 1 and may not apply to all of your subs. It also doesn't stack with Neph's active. Her awakenings are decent, but not good enough to justify using her in most cases.

    Cunning Trickster God, Loki
    Active: (17 → 9 turns) Reduces cooldown of other skills by 1 turn. Dark attribute ATK x1.5 for 3 turns.
    Awakenings: :awakening23: :awakening23: :awakening16: :awakening5:
    Review: He brings two row enhances and can cover blue for row teams. His active is fairly mediocre and doesn't stack with Nephthys's enhance. Replace him with a sub that has a better active if you can.


    Use only if you have nothing else.

    Maleficent Phantom Dragon King, Zaerog∞
    Active: (17 → 7 turns) Increase skyfall chance of Dark orbs by 15% for 3 turns. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening25: :awakening25: :awakening25: :awakening4: :awakening16: :awakening16: :awakening10: :awakening28:
    Review: A powerful sub for endgame TPA based teams. One of the few subs with two skill boosts and a useful active. His descend is nearly impossible to clear with Nephthys, so you'll probably need another team if you plan to skill him up.

    Dark Liege, Vampire Duke
    Active: (11 → 5 turns) Change Heart orbs to Dark orbs.
    Awakenings::awakening17: :awakening25: :awakening18:
    Review: A staple sub for any midgame team and remains relevant until you start to reach endgame. Good stats for a farmable and a great active. His awakenings are definitely lacking, but he's good enough to keep on your team for a long time. He is easy to skill by farming baddies from dungeon of darkness. This uevo is generally preferred over his B/D uevo because the dark main attribute gives you more damage and it has a better stat distribution.

    Jester Dragon, Drawn Joker
    Active: (11 → 5 turns) Change Light orbs to Heart orbs.
    Awakenings: :awakening20: :awakening20: :awakening27:
    Review: Poor stats and awakenings, but his active skill can be useful to keep you alive or to combine with a heartbreaker like Vampire for burst.

    Master of the Masquerade, Pumpkin Joker
    Active: (12 → 7 turns) Bind recovery for 4 turns. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening25: :awakening9: :awakening16:
    Review: A farmable bind removal sub, but he is not resistant to binds himself. Fairly poor stats and awakenings. Only available from the Halloween dungeon.


    Use only if you have nothing else.

    Dark/Wood
    Cradle of Hell Goddess, Persephone
    Active: (16 → 8 turns) Change Heart & Light orbs to Dark orbs.
    Awakenings: :awakening4: :awakening4: :awakening23: :awakening23: :awakening16: :awakening5: :awakening17:
    Review: The best option for green coverage by far and a key sub for any Nephthys team. Her double orb change allows you to burst with a single active. She brings a great spread of awakenings that fit in with a TPA, row, or hybrid team build.

    Enraged Black Phantom Demon, Zuoh
    Active: (14 → 9 turns) Change all orbs to Fire, Wood & Dark orbs.
    Awakenings: :awakening4: :awakening1: :awakening23: :awakening16: :awakening10:
    Review: Zuoh adds a huge amount of hp to your team, though his 0 rcv hurts. His active is another 3 color board change, this time with dark, red, and green. His awakenings fit into almost any team setup.

    Awoken Hades
    Active: (17 → 13 turns) Reduce 25% of all enemies' HP. Ignore enemy element and defense. Increases time limit of orb movement by 5 seconds for 1 turn.
    Awakenings: :awakening25: :awakening3: :awakening23: :awakening4: :awakening4: :awakening16: :awakening22: :awakening22:
    Review: A nice spread of awakenings and high attack power. His gravity skill is not all that great, though it helps if you are just short of having enough burst. With more bosses having resolve it can come in handy for certain dungeons.

    Awoken Tsukuyomi
    Active: (12 → 8 turns) Enhance Fire, Water, Wood, Light, Dark & Heart orbs. +6% per orb. Increases time limit of orb movement by 5 seconds for 1 turn.
    Awakenings: :awakening25: :awakening25: :awakening25: :awakening16: :awakening10: :awakening10: :awakening10: :awakening28:
    Review: Awoken Yomi brings plenty of extra orb movement time, and his other awakenings allow him to fit into any team. His active skill is quite redundant with Nephthys's own however.

    Cerberus Rider, Jize
    Active: (7 → 2 turns) Deal 99 damage to 1 enemy. Ignore enemy element and defense.
    Awakenings: :awakening4: :awakening4: :awakening23: :awakening16: :awakening28:
    Review: Good awakenings and high attack power, but his active skill is pretty pathetic. He has some niche use against low hp, high defense enemies like Ifrit, Ra, or the masks and dublits in some alt. coin dungeons.

    Black Flying Sorceress, Goetia
    Active: (11 → 6 turns) Randomly spawn 3 Dark orbs from non Dark orbs. Enhance Dark orbs. +6% per orb, up to +180% for full board.
    Awakenings: :awakening25: :awakening25: :awakening3: :awakening3: :awakening16:
    Review: Awakenings are a bit lacking. Her active skill is acceptable but a bit weak, though it can help "fix" a board change that gives you too few dark orbs.

    Underworld Protector Genbu, Meimei
    Active: (14 → 9 turns) Change all orbs to Wood, Light & Dark orbs.
    Awakenings: :awakening3: :awakening21: :awakening25: :awakening1:
    Review: Off-color. Her awakenings are weak for a dark team. Her board change is useful, but there are a lot of other board change options that are better.

    Diligent Spy, Ishida Mitsunari
    Active: (18 → 13 turns) Change all orbs to Wood, Dark & Heart orbs. Reduces cooldown of other skills by 2 turns.
    Awakenings: :awakening1: :awakening1: :awakening16: :awakening28:
    Review: Like Meimei, he is off-color and has poor awakenings. Similar board change that includes hearts and a 2-turn haste, but has a longer cooldown.

    Fertility Deity, Evil Ceres
    Active: (20 → 10 turns) Full HP recovery. Full bind recovery.
    Awakenings: :awakening12: :awakening6: :awakening27: :awakening27:
    Review: Useful if you need to clear binds and lack better options. Otherwise, she's not that good.

    魔壊の星天使, Ruel
    Active: (10 → 5 turns) Randomly spawn 3 Wood & Dark orbs from non Wood & Dark orbs.
    Awakenings: :awakening4: :awakening4: :awakening4: :awakening16: :awakening5: :awakening27: :awakening27:
    Review: Off-color, but her active makes dark orbs and she has 3 TPAs.


    Use only if you have nothing else.

    Purple Sky Fruit, Grape Dragon
    Active: (13 → 6 turns) Recover 3000 HP. Change Light orbs to Heart orbs.
    Awakenings: :awakening25: :awakening25: :awakening23: :awakening23: :awakening16: :awakening16: :awakening10: :awakening24: :awakening24:
    Review: The value of Grape Dragon for players without a lot of REM subs is hard to overstate. His awakenings, active, and green coverage are all incredibly valuable. He pairs up very well with Vampire to provide a farmable core for even late game descends. He is a key to taking your team to the next level if you are low- or non-IAP and is entirely worth the investment to awaken and skill. Be sure to pick one up if there is a fruit dragon gift dungeon (exit the dungeon and try again if a different one spawns). The only downside is that his stats are very low.

    Black Beast Demon's Servant, Aamir
    Active: (18 → 8 turns) Recover 4000 HP. Bind recovery for 4 turns.
    Awakenings: :awakening10: :awakening27: :awakening27:
    Review: The only farmable, dark, unbindable, bind removal sub. A good choice when running dungeons that have binds. His rcv is very high, but other stats are a bit lacking. His awakenings are bad when you aren't dealing with binds. You may need to skill him because his starting cooldown is quite long.

    Cyclone Devil Dragon
    Active: (15 → 8 turns) Deal 20000 Dark damage to all enemies. Affected by enemy element and defense. Change Water orbs to Dark orbs.
    Awakenings: :awakening24: :awakening2: :awakening16:
    Review: One of the easier farmables to cover green and he has a useful orb change. Sadly, the cooldown on his active is fairly long, and by the time you can skill it up you will probably have better subs. Weak awakenings.

    Chivalric Demon Prince, Cauchemar
    Active: (22 → 12 turns) 30% damage reduction for 1 turn. Change all orbs to Fire, Wood & Dark orbs.
    Awakenings: :awakening1: :awakening12: :awakening16:
    Review: He's off-color, but he is one of the few farmable board changers. If you lack REM options for board change, it might be worth your time to invest in Cauchemar. His cooldown is longer than normal in exchange for also giving a 30% shield for 1 turn. You will probably need to skill him, because his base cooldown is quite high. Poor awakenings and no rcv.


    Use only if you have nothing else.

    Dark/Light
    Ominous Moon Dragon Caller, Satsuki
    Active: (12 → 7 turns) Change Water, Jammer, Poison & Mortal Poison orbs to Dark orbs. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening4: :awakening4: :awakening4: :awakening16: :awakening28:
    Review: The top tier sub for TPA teams. She brings the whole package. Good stats, good awakenings, good active, and covers a difficult color. With 99 +eggs in attack, she can deal enough damage to allow Nephthys to break the extreme king metal dragon's 1.5 million defense.

    God of the Night, Tsukuyomi Dragon
    Active: (14 → 9 turns) Randomly spawn 4 Dark & Heart orbs from non Dark & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening25: :awakening10: :awakening10: :awakening16: :awakening16: :awakening27: :awakening27: :awakening28: :awakening6:
    Review: For big spenders only. If you've got Yomi Dragon, you probably aren't leading with Nephthys. But if for some reason you have it and want to lead with Neph, he (she?) makes a fantastic sub with good awakenings and an active the generates both dark and hearts. He (She?) is also unbindable and has a rare bind clear awakening that can sometimes save you when coupled with his (her?) active.

    裁秤の鋼星神, Eschamali
    Active: (15 → 10 turns) Change Wood, Heart, Jammer, Poison & Mortal Poison orbs to Dark orbs. Increase skyfall chance of Dark orbs by 15% for 4 turns.
    Awakenings: :awakening25: :awakening25: :awakening25: :awakening25: :awakening25: :awakening25: :awakening25: :awakening16: :awakening28:
    Review: Did someone say orb enhance? Eschamali packs an amazing orb change that includes a dark skyfall buff (probably the most OP active for a dark card in the game), a ridiculous 7 :awakening25: awakenings (adds over 35% base damage to all dark damage for the entire team), and covers light. With that strong of an active and that many orb enhances, she is worth considering even for TPA or row focused teams. However, she is a 6-star godfest exclusive, so rolling her will be very rare. (Coming soon to NA)

    Awoken Archdemon Lucifer
    Active: (12 → 8 turns) Deal 150000 damage to 1 enemy. Ignore enemy element and defense. Randomly spawn 3 Dark orbs from non Dark orbs.
    Awakenings: :awakening23: :awakening23: :awakening23: :awakening16: :awakening16: :awakening16: :awakening28: [God-Killer]
    Review: One of the few dark monsters with 3 row enhances, and one of the few light coverage options for row teams. His active gives you a way past high defense enemies such as the extreme king metal dragon, which can be very useful in the right situations. The orb change portion is a bit weak by only making 3 orbs, but it gives the active some additional use outside of defense piercing. (Coming soon to NA)

    Gryps Rider, Vector Finn
    Active: (13 → 7 turns) Change Light orbs to Dark orbs, Heart orbs to Light orbs.
    Awakenings: :awakening4: :awakening4: :awakening23: :awakening19: :awakening5: :awakening28:
    Review: A high damage sub that can fit into a row or TPA team. His active can be problematic at times because it changes your hearts into fairly useless light orbs, and the collab to skill him up hasn't been around in over a year.

    Awoken Loki
    Active: (16 → 12 turns) Dark & Light attribute cards ATK x2 for 2 turns. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening4: :awakening4: :awakening23: :awakening23: :awakening16: :awakening5: :awakening28: :awakening28:
    Review: Good awakenings for a hybrid row/TPA team. His active skill isn't great because the boost conflicts with the 1.5x for dark from Nephthys. However, 2x for dark for two turns with a haste is a decent effect.

    Deathly Hell Deity Jackal, Anubis
    Active: (18→ 8 turns) Counter 3x damage taken with Dark for 4 turns. Change Wood orbs to Dark orbs.
    Awakenings: :awakening12: :awakening10: :awakening27: :awakening27:
    Review: He provides a decent orb change. There's no reason to use this uevo over his Awoken form unless you need light coverage or don't have the evo mats yet.

    Hand of the Dark God, Metatron
    Active: (10 → 5 turns) Enhance Dark orbs. +6% per orb, up to +180% for full board. 35% damage reduction for 1 turn.
    Awakenings: :awakening23: :awakening23: :awakening16: :awakening16: :awakening27: :awakening27:
    Review: Now has the same active skill as her uevo form (Soon for NA). There's no reason to use this version over her uevo unless you need light coverage or don't have the evo mats yet.

    Creator God of Twin Skies, Izanagi
    Active: (11 → 8 turns) Inflict damage equal to ATK x30 to 1 enemy. Affected by enemy element and defense. God type cards ATK x2 for 1 turn.
    Awakenings: :awakening21: :awakening4: :awakening4: :awakening16: :awakening16: :awakening5: :awakening28:
    Review: He's off-color and his active doesn't stack with Neph's, but he has decent awakenings if you need light coverage and lack better options.


    Use only if you have nothing else.

    Moonbeam Fang Witch, Lilith
    Active: (15 → 10 turns) Devil type cards ATK x1.5 for 1 turn. Inflict Poison damage equal to ATK x1 to all enemies every turn. Ignore enemy element and defense.
    Awakenings: :awakening23: :awakening12: :awakening10: :awakening28:
    Review: One of the few decent farmable subs that covers light, and one of the easiest to get. Decent awakenings, especially for a farmable card. High rcv, but low hp. Her active is situationally useful, but most low hp enemies in descends will have status shields. Make sure you don't overwrite Neph's dark boost with the devil boost from Lilith's active.

    Loving Heavenly Deities, Zeus & Hera
    Active: (38 → 23 turns) Reduce 45% of all enemies' HP. Ignore enemy element and defense.
    Awakenings: :awakening21: :awakening25: :awakening4: :awakening16: :awakening16: :awakening16: :awakening12: :awakening12:
    Review: They are off-color, but they provide a hefty pool of stats and several useful awakenings. The gravity takes a long time to stall for, but 45% allows you to get around many resolve thresholds. Not always a good sub to bring, but they definitely have a useful niche for getting past resolves.

    Awoken Zeus Stratios
    Active: (35 → 20 turns) Reduce 35% of all enemies' HP. Ignore enemy element and defense.
    Awakenings: :awakening4: :awakening4: :awakening25:
    Review: Zeus Stratios brings high hp and attack, along with double TPAs. His rcv is negative without any +eggs, which hurts somewhat. His gravity is only situationally useful, but it finds a place on some Arena teams to deal with Kali.

    Dark Kouryu Emperor, Fagan
    Active: (15 → 10 turns) Reduce 20% of all enemies' HP. Ignore enemy element and defense.
    Awakenings: :awakening14: :awakening8: :awakening2: :awakening4: :awakening4: :awakening16: :awakening27: :awakening27:
    Review: High stats and modest awakenings for a TPA team. His gravity is a bit weak, and 20% is not a lot of room to play around with for getting past enemy resolves.

    Awoken Thoth
    Active: (20 → 12 turns) Light & Dark attribute cards ATK x1.5 for 1 turn. Bind recovery for 2 turns.
    Awakenings: :awakening4: :awakening28: :awakening12:
    Review: The other farmable dark monster for bind recovery. Thoth is not unbindable himself though. His active has a long base cooldown and only recovers 2 turns of bind, which is not enough sometimes.


    Use only if you have nothing else.

    Dark/Fire and Dark/Dark
    Banishing Claw Byakko, Haku
    Active: (14 → 9 turns) Change all orbs to Fire, Water & Dark orbs.
    Awakenings: :awakening23: :awakening23: :awakening4: :awakening25: :awakening9: :awakening15: :awakening16:
    Review: A powerful sub for row teams. Great active and awakenings. Keeping her in D/D form is likely preferable to her Awoken form if you are planning to run a row based team.


    Wailing Bleak Night Goddess, Pandora
    Active: (13 → 8 turns) Change Wood orbs to Dark orbs, Light orbs to Heart orbs.
    Awakenings: :awakening23: :awakening23: :awakening16: :awakening16: :awakening6: :awakening10: :awakening28:
    Review: Another staple sub for row based teams. She brings a lot of damage via her active ability and awakenings, while also having the ability to clear binds for the team via hearts. You can combo with a heart break for a very dark heavy board, just make sure there are enough red and blue orbs first.

    Black-Winged Goddess, Valkyrie Claire
    Active: (11 → 5 turns) Change Heart orbs to Dark orbs.
    Awakenings: :awakening4: :awakening4: :awakening23: :awakening23: :awakening16: :awakening5:
    Review: A great sub, but she rarely drops from the REM. Her awakenings are far superior to vampire, who has the same active. She can fit into almost any team build, though covering all colors can be difficult for row teams if you bring her.

    Deliberate Rebel, Akechi Mitsuhide
    Active: (13 → 8 turns) Change Fire orbs to Dark orbs, Water orbs to Heart orbs. Enhance Dark orbs. +6% per orb, up to +180% for full board.
    Awakenings: :awakening23: :awakening23: :awakening16: :awakening28:
    Review: A good choice for row teams. His active is very similar to Pandora, but with the additional effect of enhancing dark. However, he converts red and blue, which are generally the easiest colors to cover, so make sure your team covers light or green (or both if you want to combo with a heartbreak) so that you can still activate your leader skill.

    Blazing Goddess of Power, Kali
    Active: (12 → 7 turns) Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs.
    Awakenings: :awakening4: :awakening16: :awakening16: :awakening10: :awakening10: :awakening28: :awakening27: :awakening27: :awakening6:
    Review: She packs great stats and good awakenings. Her board change is not that useful for Nephthys unless you can combo with a double orb convert like Persephone. Tri- or quad-color board changes are generally preferred because they give more dark orbs, but DKali can work if you need a heartmaker. She can be an option to deal with binds because she is immune and has a heart row bind clear awakening.

    Evil Eye CyberBeast, Kakkab
    Active: (12 → 7 turns) Change left-most column into Dark orbs. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening4: :awakening4: :awakening16: :awakening27: :awakening27:

    Review: Kakkab is a decent sub choice if you are running a TPA team. He has good hp and attack, but low rcv. His active guarantees a TPA for you and can be used to fix your board if you get a low amount of dark orbs with a full board convert. It has a haste effect as well.

    Destroying CyberDragon, Diadem
    Active: (13 → 8 turns) Change top-most row into Dark orbs. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening23: :awakening23: :awakening16: :awakening27: :awakening27:
    Review: Diadem is a nice sub for row teams, bringing a skillboost and two row awakenings. His active sets up a row for you and gives your other team members 1 turn of haste. High attack, but no rcv.

    Awoken Anubis
    Active: (12 → 8 turns) Counter 5x damage taken with Dark for 4 turns. Change Wood, Jammer, Poison, and Mortal Poison orbs to Dark orbs.
    Awakenings: :awakening16: :awakening10: :awakening10: :awakening12: :awakening12: :awakening27: :awakening27: :awakening28:
    Review: Good stats and a useful orb convert. His awakenings are decent, but don't directly improve your damage.


    Thorn Princess, Sleeping Beauty
    Active: (11 → 6 turns) Change Wood orbs to Heart orbs. Bind recovery for 3 turns.
    Awakenings: :awakening25: :awakening16: :awakening4: :awakening28: :awakening27: :awakening27:
    Review: A useful sub to have in your utility belt. She is one of the only on-color, unbindable, bind removal subs, and she has arguably the best set of awakenings out of all of them. Her heartmake can also be combined with a heartbreak for a good burst. She has no skillup fodder on NA, but her base cooldown is low enough to use without skillups in most cases.


    Shadow Dragon Knight
    Active: (11 → 6 turns) Change Heart orbs to Dark orbs. Bind recovery for 2 turns.
    Awakenings: :awakening4: :awakening16: :awakening27: :awakening27:
    Review: Another option for on-color and unbindable bind removal, though 2 turns of bind recovery is not enough in some cases. He has easy access to skillup fodder with king metal dragons. His stats are somewhat lacking.

    Queen of Condemnation, Persephone
    Active: (16 → 8 turns) Change Heart & Light orbs to Dark orbs.
    Awakenings: :awakening4: :awakening16: :awakening5: :awakening17:
    Review: Changer her to D/G Persephone as soon as you can. There's really no reason to use this uevo instead. Still a great sub.

    Abyssal Darkdragon, Vritra
    Active: (15 → 7 turns) Deal Dark damage to all enemies based on player's HP %. ATK x10 at 100% HP up to ATK x150 at 1 HP. Affected by enemy element and defense. Dark attribute ATK x1.5 for 1 turn.
    Awakenings: :awakening23: :awakening23: :awakening16: :awakening16: :awakening28:
    Review: Good awakenings for a row team, but his active is very weak.

    Awoken Hinokagutsuchi
    Active: (12 → 8 turns) Reduce enemies' defense by 75% for 1 turn. Effects carry forward on sweep. Change Water orbs to Fire orbs, Heart orbs to Dark orbs.
    Awakenings: :awakening25: :awakening15: :awakening13: :awakening4: :awakening4: :awakening4: :awakening16: :awakening12:
    Review: Off-color. His active makes dark orbs and reduces enemy defense by 75%. He is worth considering when you're up against high defense enemies such as Extreme King Metal Dragon or Awoken Meimei.



    B-tier subs. Decent actives and/or awakenings, but lacking in at least 1 aspect compared to the cards above. Some have poor stats, some have poor actives, some are difficult to skill. Still, they are good choices for midgame teams if you are lacking other options and may have niche use in the lategame.


    Use only if you have nothing else.

    Crazed King of Purgatory, Beelzebub
    Active: (10 → 6 turns) Recover 4649 HP. Enhance Dark orbs. +6% per orb, up to +180% for full board.
    Awakenings: :awakening25: :awakening4: :awakening4: :awakening16: :awakening16: :awakening22: :awakening11: :awakening27:
    Review: Very high attack power, and good awakenings for a TPA based team. His active is not that great because the heal is small and the enhance overlaps with Nephthys.

    Pacifying Yomi Goddess, Izanami
    Active: (13 → 6 turns) 35% damage reduction for 3 turns.
    Awakenings: :awakening25: :awakening24: :awakening12: :awakening12: :awakening12:
    Review: A great defensive sub that sometimes makes her way onto late game teams. Her shield is very strong combined with your high base hp and rcv when max skilled.

    Psychopomp of Oblivion, Grisar
    Active: (22 → 7 turns) Change Light orbs to Dark orbs. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening23: :awakening23: :awakening16: :awakening28: :awakening20: :awakening20:
    Review: Good awakenings for a row based team and high stats. However his active needs to be skilled in order to be useful, and skilling him is a massive investment of stamina or badpys. Generally he is not worth the investment.

    Chaos Dragon Knight, Voice
    Active: (9 → 5 turns) Change Light orbs to Dark orbs.
    Awakenings: :awakening4: :awakening25: :awakening17:
    Review: A solid choice for farmable midgame teams. He brings a good orb change on a short cooldown and fits in well on a TPA team.

    Divine Queen Hera
    Active: (30 → 15 turns) Reduce 30% of all enemies' HP. Ignore enemy element and defense.
    Awakenings: :awakening4: :awakening25: :awakening16:
    Review: Good stats and decent awakenings for a farmable monster. Her gravity can be useful for midgame players tackling King of the Gods or to get around bosses with resolve.

    Dark Twin Star Tiamat
    Active: (29 → 8 turns) Inflict Dark damage equal to ATK x20 to all enemies. Affected by enemy element and defense. Dark attribute ATK x1.3 for 2 turns.
    Awakenings: :awakening23: :awakening23: :awakening4: :awakening16:
    Review: A good way to get more rows onto your team if you only have farmables. The DD evo is prefered for his higher stats and extra TPA awakening, but you can use any of the other uevos if you need to cover a specific color. His active is really bad though, so he is not a preferred sub for harder content.

    Dark Mech General, Hysferzen
    Active: (17 → 10 turns) Reduce enemies' defense by 75% for 5 turns. Effects carry forward on sweep. 20% damage reduction for 5 turns.
    Awakenings: :awakening25: :awakening15: :awakening9: :awakening3: :awakening16: :awakening27: :awakening27:
    Review: Farmable, but he takes a pretty significant investment to make. Fairly high stats with massive hp and almost no rcv. His shield is weak but it lasts for a long time and the cooldown is reasonable. His armor break is the most compelling reason to actually use him. If you need to take out a high defense enemy such as Extreme King Metal Dragon but don't have the burst damage, cutting his armor by 75% should allow you to bring him down.

    Crimson Lotus Mistress, Echidna
    Active: (15 → 10 turns) Delay 3 turns to all enemies.
    Awakenings: :awakening22: :awakening18: :awakening5:
    Review: Echidna may seem out of place because she is the only sub listed without dark main or sub-attribute. However, her delay is simply that good that you can afford to run her entirely off-color. Good for midgame teams tackling King of the Gods or for older descends that lack status shields.


    Use only if you have nothing else.

    Collab REM Subs
    Summer REM
    Snow-White Beauty, Valkyrie Claire
    Active: (11 → 5 turns) Change Heart orbs to Dark orbs.
    Awakenings: :awakening4: :awakening4: :awakening23: :awakening23: :awakening16: :awakening28:
    Review: A direct upgrade to Vampire. Far superior stats and amazing awakenings for any team. The added blue coverage is better than regular DValk.

    Bleak Night Daughter, Pandora
    Active: (13 → 8 turns) Change Wood orbs to Dark orbs, Light orbs to Heart orbs.
    Awakenings: :awakening4: :awakening4: :awakening23: :awakening23: :awakening16: :awakening10: :awakening28:
    Review: The same great active as regular Pandora. Slightly different awakenings than rher standard form, but it gives her great flexibility for Nephthys, fitting in with any team build. The blue coverage is generally an improvement as well.

    Batman REM
    / Batman+BW Stealth / Batman+Batmobile
    Active: (14 → 11 turns) Inflict damage equal to ATK x30 to 1 enemy. Affected by enemy element and defense. Dark attribute ATK x2 for 1 turn.
    Awakenings: :awakening25: :awakening9: :awakening4: :awakening23: :awakening7: :awakening16: :awakening28: / :awakening25: :awakening4: :awakening4: :awakening23: :awakening16: :awakening16:
    Review: The two evos share the same active, but have different sub-attributes and awakenings. A decent sub choice in either form, but the active overlaps with Nephthys, and generally you want orb changes or defensive utility instead.

    / Batman+S. Gloves Act FB / Batman+Disruptor
    Active: (14 → 9 turns) Delay 2 turns to all enemies.
    Awakenings: :awakening25: :awakening21: :awakening23: :awakening19: :awakening16: :awakening16: :awakening27: / :awakening25: :awakening4: :awakening23: :awakening16: :awakening27: :awakening27:
    Review: Also has two evos with the same active, but different sub-attributes and awakenings. The two turn, on-color delay can be very valuable for certain dungeons. A useful sub if you have him.

    Batman+Remote Claw
    Active: (11 → 8 turns) Delay 1 turn to all enemies
    Awakenings: :awakening25: :awakening23: :awakening22:
    Review: Weaker than his counterpart above. Lower stats, less awakenings, and a shorter delay. Still, his delay can be useful against certain enemies.

    PAD Academy REM
    Scholarship Student, Isis
    Active: (8 → 3 turns) Recover RCV x3 HP. Bind recovery for 2 turns.
    Awakenings: :awakening9: :awakening4: :awakening16: :awakening27: :awakening27:
    Review: Off-color, but a useful sub for bind recovery when needed. Very short active cooldown for dealing with multiple short-duration binds. She also has very high rcv.

    Halloween REM
    Moonlit Prowler, Vampire Lord
    Active: (11 → 5 turns) Change Heart orbs to Dark orbs.
    Awakenings: :awakening4: :awakening23: :awakening16: :awakening28:
    Review: Vampire with slightly better stats and a good mix of awakenings. A direct upgrade aside from the fact that he no longer covers blue with his sub-attribute.

    Mysterious Guest, Laila
    Active: (11 → 6 turns) Change bottom-most row into Dark orbs.
    Awakenings: :awakening4: :awakening23: :awakening16: :awakening28:
    Review: Her active guarantees a row. Good stats and awakenings. She can fit into most team builds.

    Masquerade Guest, Izanami
    Active: (11 → 4 turns) 35% damage reduction for 1 turn.
    Awakenings: :awakening25: :awakening25: :awakening25: :awakening25: :awakening25: :awakening20: :awakening20: :awakening20: :awakening16:
    Review: She packs a lot of enhanced orb awakenings, but her active is weaker than standard Dark Izanami's in most cases. Usually regular DIza is better for the longer shield active, the extra awakenings are rarely worth the trade-off.

    Playful Star Gods, Thoth & Sopdet
    Active: (16 → 6 turns) Change Water orbs to Heart orbs. All attacks become multi-target for 1 turn.
    Awakenings: :awakening25: :awakening25: :awakening4: :awakening16: :awakening28: :awakening24: :awakening24: :awakening24: :awakening24:
    Review: A fast heartmaker with decent stats and awakenings that covers light. A decent sub choice in most cases. Far superior to their closest counterpart, Drawn Joker.

    Spirit of the Masquerade, Alraune
    Active: (12 → 7 turns) Bind recovery for 4 turns. Reduces cooldown of other skills by 1 turn.
    Awakenings: :awakening27: :awakening27: :awakening28: :awakening28:
    Review: An excellent choice for bind recovery. Base cooldown is reasonable, and is fairly short at max skill, and it includes a haste effect. Very high rcv. May not be very useful for dungeons without binds.

    Mistress of the Old Castle, Kali
    Active: (12 → 7 turns) Change all orbs to Fire, Water & Wood & Light & Dark orbs.
    Awakenings: :awakening4: :awakening4: :awakening16: :awakening16: :awakening10: :awakening28:
    Review: A dark version of standard LKali. High stats and nice awakenings for a TPA team, but her active is not particularly good for a Nephthys unless you plan to combo it with other orb changes.

    Christmas REM
    Snow Star Byakko, Haku
    Active: (14 → 9 turns) Change all orbs to Fire, Water & Dark orbs.
    Awakenings: :awakening25: :awakening25: :awakening25: :awakening25: :awakening25: :awakening15: :awakening9: :awakening16: :awakening10:
    Review: Lots of orb enhance awakenings and the standard Haku board change active. Probably not quite as good as Awoken Haku for TPA teams or Banishing Claw Haku for row teams, but still a great sub.

    Holy Night Witch, Lilith
    Active: (15 → 10 turns) Delay 3 turns to all enemies.
    Awakenings: :awakening23: :awakening16: :awakening5: :awakening5:
    Review: An on-color version of Echidna with decent awakenings. Her hp is very low, but she will really boost your healing with her high rcv and enhanced heart awakenings. The longest delay available for dark teams with a reasonably short cooldown as well. As always, delay can be very useful against certain enemies.

    Mistress of the Sanctuary, Kali
    Active: (12 → 7 turns)
    Awakenings: :awakening4: :awakening16: :awakening16: :awakening10: :awakening10: :awakening27: :awakening27: :awakening28: :awakening6:
    Review: A red version of DKali. Inferior to her dark version for Nephthys, but she can work if you are desperate for a board change, heartmaker, or her bind recovery awakening.

    Shinrabansho REM
    Shinra Sorcerer God Moebius
    Active: (20 → 15 turns) Enhance Dark orbs. +6% per orb, up to +180% for full board. Give 10 seconds to move orbs without triggering matches.
    Awakenings: :awakening25: :awakening25: :awakening16:
    Review: Dark orb enhance combined with change the world. Neither active is particularly great for Nephthys, and even together they are a bit sub-par. Still, he is an option to cover light if you have him and are running an orb enhance heavy lineup.

    Pure-Blooded Demon King, Asmodeus Another
    Active: (14 → 10 turns) Change all orbs to Fire, Water & Wood & Dark & Heart orbs.
    Awakenings: :awakening4: :awakening16: :awakening10: :awakening28:
    Review: A decent option for a full board change since it includes hearts and you can combo another orb change with it for more damage. A fair spread of awakenings and nice stats.
     
    Last edited: May 25, 2016
  4. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    4. Team Building and Sample Teams
    When building any team, it is important to consider what that leader brings to the table and what they need from their subs in order to be fully effective.

    Lets take a look at what Nephthys provides first.
    -Her leader skill gives your team a lot of hp and rcv. You get 1.82x hp and rcv when your entire team has a dark main or sub-attribute and you pair with a friend Nephthys.
    -Nephthys herself has high rcv, so we can afford to bring a few subs that have low rcv and still end up with a good amount.
    -She already covers red with her sub-attribute, so we don't need to prioritize red with our sub choices.
    -And finally, her active skill provides a damage spike by enhancing dark orbs and giving 1.5x to dark damage for 2 turns.

    Now, let's consider what a good Nephthys team needs in order to be effective.
    -Color coverage. Ideally, you want to cover all colors to have the easiest time activating your leader skill. However, sometimes you can run much stronger subs if you ignore one or even two colors entirely. Your activation rate is near 100% even with 1 color missing and still very high when 2 colors are missing from your team.
    -Dark main attribute. Yes, you want to cover as many colors as you can, but you will lose out on a lot of potential damage if your cards are not dark main attribute. Try to cover the other colors with your sub-attributes. Subs that do not have dark main or sub-attribute should generally not be used because you will lack damage and you miss out on the hp/rcv bonus.
    -Orb changers. A 9x multiplier won't give you a lot of damage with a match of only 3 dark orbs, even with your orb enhance awakenings. You will rely on using actives to make more dark orbs in order to burst down bosses. Nephthys only needs 3 colors on the board to activate, so you can change up to 3 other colors to dark to greatly increase your damage output for a big spike. When you clear 20 enhanced dark orbs, 9x isn't so little any more. Usually you want to bring at least 2-3 orb changing actives; several different single or double orb converts and at least 1 full board changer is pretty standard, just make sure that you can still activate your leader skill when using them.
    -Situational utility. Binds are one of Neph's major weaknesses, so bringing bind clear is very important when tackling dungeons with heavy binds. A delay or shield active is usually less important to bring, but sometimes advantageous for specific dungeons. Gravity is rarely needed, but there are times when it is the best answer to a dungeon mechanic or you need just a little more damage to burst a boss in 1 turn. Just be wary of bringing too many utility cards and ending up unable to deal much damage because you lack orb changers.
    -Awakenings. You will want some :awakening23: or :awakening4: awakenings to increase your damage potential, and more :awakening25: don't hurt either. Try to focus on only one of :awakening23: or :awakening4: with your subs, rather than some of each unless you have the subs to support a hybrid build.

    Subs of limited usefulness
    -Orb enhance. Dual Nephthys leaders already provides you with two dark orb enhances and her cooldown is getting buffed to only 8 turns. Another orb enhance active on a sub is fairly useless unless it has another effect like an orb change as well.
    -Damage enhancing actives. They will not stack with the 1.5x dark boost given by Nephthys. A higher dark boost (e.g. Awoken Loki) might increase your burst power somewhat, but orb change or utility actives are usually more important. Type based enhances (e.g. Lu Bu or Izanagi) may not apply to every sub and can end up being only marginally stronger than 1.5x for dark.

    Which is Better, TPAs or Rows (or just Orb Enhance)
    The answer is really that it depends a lot on your box and the dungeon that you are running. Focusing on TPAs or rows is generally better than focusing on orb enhances alone. Due to the way that the awakenings scale and multiply together, adding TPAs or rows will generally do much more damage than using only orb enhance awakenings alone. Therefore, unless you are running split leads with something that can't use rows or TPAs or you only have OE subs, you should try to stack a few row or TPA awakenings on your team.

    Between TPAs and rows, both have their advantages. I'd say that TPAs seem to be the slightly stronger choice in most cases right now, but it isn't a big disparity and I'm missing a lot of subs, so I can't say for certain that is true. But most of the recent JP clears of hard content with Neph have been using TPA teams.

    Below is a quick comparison of the strengths and weaknesses of each playstyle.

    TPAs
    • :) Higher damage per turn and can output decent damage with fewer (4-8) dark orbs.
    • :) Less reliant on actives since the team is generally less orb hungry. Can use only 1 active and still output a moderate amount of damage (1-2 million).
    • :) Several good TPA subs (Satsuki, Awoken Haku, etc) have haste with their actives.
    • :( Lower burst damage potential. Burst for a hypermax team peaks around 5.5-6 million with 3 TPAs.
    • :( Can be harder to solve boards when bursting. Having to separate TPA matches while also matching two other colors can get tricky on boards with 12+ dark orbs.
    • :( Damage output can actually drop or plateau if board is too flooded with dark orbs (15+) because it is too hard to separate TPAs.
    Rows
    • :) Higher burst damage ceiling (10 mil++). Active combos can give very dark heavy boards that separate into 2 rows for massive damage.
    • :) Burst boards tend to be much easier to solve because rows are simpler to separate.
    • :( More orb hungry. May require more than 1 active to get enough dark orbs on the board for a burst.
    • :( Damage output is much lower on turns without using actives, and dealing with multiple floors in a row where burst is required can be difficult.

    On the impact of +eggs
    As with most tank teams, +eggs have a large impact on a Nephthys team because of her hp and rcv multiplier. For the midgame and early lategame, having a lot of +eggs is not necessary. Most of the older mythical descends (pretty much everything before Grimoires Descended) can be run with just a hypermax friend and no other plusses on your team. But if you are planning to run the current endgame descends and rushes, you should expect to +egg at least a few of your team members, if not the whole team. A fully egged team can stall through hits of 20k per turn without too much trouble, whereas a team without any +eggs will be able to tank closer to 10k per turn (varies some depending on your subs and combo skills). And for current endgame content, being able to heal 20k per turn with just 3 hearts is required fairly often.

    On the importance of skillups
    Nephthys tends to be a bit more forgiving than most teams when it comes to skilling your subs. The reason for this is that you generally only require your actives to burst, and for dungeons that only need one or two bursts at the end, you can stall long enough for your actives to be up when they are needed. Any dungeons that fall into this category such as King of the Gods, Keeper of Gold, The Thief Descended. etc. can be cleared without skillups. Once you start getting into the harder descends, skillups start to become more necessary. Decreasing the cooldown on at least some of your orb changers is very important so that you can use them more frequently. For most late to endgame content, max skilling all of your actives is recommended, though not always mandatory.

    Sample orb change active combos for bursting
    This is fairly self-explanatory, but try to have at least 1 combination of orb change actives that will change at least 2 other colors to dark for a decent amount of burst damage. Be sure to follow up your orb change with a Nephthys enhance when killing a boss.
    or or + Midgame farmable burst combo.
    + or The best burst pairing for row teams.
    + Great burst pairing for TPA teams.

    Sample Teams
    Endgame Row Team


    HP (Hypermax): 33,781 (44,607)
    Dark Attack (Hypermax): 9,135 (12,155)
    RCV (Hypermax): 5,184 (8,432)
    8x:awakening25:, 7x:awakening23:, 9x:awakening16:, 5x:awakening28:, 3x:awakening4:, 2x:awakening10:
    High damage row team with a lot of orb changing actives and tons of skill boosts. The hp and rcv are amazing and you have two actives that make hearts. Row teams may have to sacrifice some damage potential if you want to reach 5x:awakening28: without specific subs or if you need to bring utility. is also a great sub for row teams.

    Endgame TPA Team

    HP (Hypermax): 34,464 (45,291)
    Dark Attack (Hypermax): 8,823 (11,793)
    RCV (Hypermax): 4,572 (7,819)
    11x:awakening25:, 10x:awakening4:, 6x:awakening16:, 4x:awakening28:, 2x:awakening23:, 1x:awakening10:
    Very hard hitting TPA team with a lot of orb changing. Replace with something like or or if you want 5x:awakening28: or need utility.

    Luxury Hybrid Team

    HP (Hypermax): 31,062 (41,888)
    Dark Attack (Hypermax): 8,711 (11,681)
    RCV (Hypermax): 6,271 (9,518)
    10x:awakening25:, 8x:awakening4:, 6x:awakening23:, 6x:awakening16:, 5x:awakening28:, 2x:awakening10:
    For the people who whaled on the summer REM, running this hybrid TPA/row team is a possibility. Get the best of both worlds with TPAs for higher damage on normal turns and rows for bigger bursts, while having massive rcv and great actives.

    Arena Capable Team

    HP (Hypermax): 37,164 (47,990)
    Dark Attack (Hypermax): 9,430 (12,400)
    RCV (Hypermax): 3,330 (6,576)
    12x:awakening25:, 7x:awakening4:, 6x:awakening16:, 5x:awakening28:, 0x:awakening23:, 3x:awakening10:
    You have to bring Zeus Stratios for Kali, which sacrifices an active and some rcv. But the team is still very sustainable and can deal with most enemies that spawn. I cannot estimate the success rate of this team, but I'd guess that Awoken Meimei, Lifive, and Beelzebub are probably the spawns that would give you the most trouble. Here is a video of a successful clear with this team.

    Orb Enhance Focused Team

    HP (Hypermax): 36,262 (47,088)
    Dark Attack (Hypermax): 8,693 (11,663)
    RCV (Hypermax): 4,290 (7,536)
    22x:awakening25:, 3x:awakening4:, 7x:awakening16:, 5x:awakening28:, 0x:awakening23:, 2x:awakening10:
    Tremble before the sheer power of 22 :awakening25: awakenings. Turn your 9x team into 22x with a basic 3 orb match of dark. Lots of extra dark skyfall. Focusing on orb enhance works well if you are running split leads with something like Awoken Yomi who can't fit rows or TPAs very easily.

    Farmable Descend Team

    HP: 28,292
    Dark Attack: 8,510
    RCV: 4,455
    12x:awakening25:, 4x:awakening23:, 5x:awakening16:, 2x:awakening28:, 2x:awakening4:, 1x:awakening10:
    A good farmable team for starting descends. You may consider using as a sub when the boss doesn't have a preemptive status shield. Substitute in whatever dark REM subs you have where appropriate to improve the team.

    Farmable KotG Team

    HP: 26,185
    Dark Attack: 6,757
    RCV: 4,731
    If you are struggling to clear King of the Gods, this may be the team for you. The clear rate should be almost 100%, but you have to stall a bit for Hera's gravity so it's a little slow for constant farming. Just grind down floors 8 and 9. Pop Echidna and Hera on Zeus and use the extra turns to ensure that you get a good board when you use your burst combo. Once you have another good sub from the REM, you can replace Hera and farm it a lot faster. is recommended, but can be replaced with or
     
    Last edited: May 25, 2016
  5. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    5. Early Game Guide
    A lot of the early game section is copied from Vexed Ego's post in the old Nephthys Guide.

    Early Team Building
    When starting with Nephthys, you will not be able to have all dark subs (to take advantage of the hp and rcv bonus from her leaderskill) because most early game monsters lack a sub-attribute. That is ok. Nephthys has a strong enough multiplier to get through most of the normal dungeons with a farmable team using rainbow colored subs. For now, try to cover at least 4 colors with your subs and use dark monsters for the stat boost if you can. It is ok if you don't cover every color, because matching 3 out of 5 types of orbs is still easy. Usually light is the color that is left out.

    1 Cost fillers!
    > > > > > > > > > > >
    If you are short on team cost, choose the best 1-cost filler that you have available based on the order above.

    Early Farmables
    Big Baddie
    The easiest monster to pick up and evo out of these beginners. Get him and he breaks hearts to Dark Orbs, giving you more dark power!

    Purple Carbuncle → Moonlight Carbuncle
    Carbuncles are common at beginning and are the first dark healer you will encounter. Gives you a great amount of RCV to start off with also!

    Black Fighter → Black Baron
    Your first stat stick you can encounter besides the Keepers! Get this guy on your team and he breaks defense and adds pretty good stats. His evo materials are easy to gather up also.

    Succubus → Moonbeam Fang Witch, Lilith
    A rare drop from early game dungeons. Don't go too crazy trying to farm her from early game normal dungeons, but if you get her add her to your team. She adds a lot of rcv and her poison can help you get past high defense enemies.

    Vampire → Dark Liege, Vampire Duke
    A rare drop from Castle of Satan or Two Heroes. Vampire will probably require too much team cost for your early game team and it takes a big investment of exp to get his uevo. However, once you are in the midgame and can afford to evolve him and fit him on your team he becomes incredibly useful. His active will help increase your damage for bursting bosses.

    Mist Chimera → Fog Chimera
    Pretty good early game two turn burst and attack. Not much more than that stat wise.

    Keeper of Rainbow
    He has a high team cost for the early game at 25, but he does not need to be leveled up and has very high stats compared to most monsters that you can get now. If you are having trouble clearing his dungeon, try pairing up with a Shining Lance Wielder, Odin friend leader.

    Mystic Dark Knight → Chaos Dragon Knight, Voice
    He drops from some of the later normal dungeons and occasionally has a skillup dungeon in the coin dungeon rotation. Grab him while you can and if you're lucky skill him up a bit! He's a great sub getting rid of light orbs and all that nonsense that you do not need while forming dark orbs!

    Lil' Black Dragon → Cyclone Devil Dragon
    This little guy drops from certain normal dungeons. Early on his stats are quite good and he's quite easy to evo off the bat. Eventually he evolves into Chaos Devil Dragon and gives you a water to dark orb change!

    Pierdra → Jester Dragon, Drawn Joker
    If this guy's survey dungeon comes around, pick him up. You can use him to give you some much needed heart orbs while only costing you light orbs, or combine actives with Vampire or Big Baddie for a big attack! Skill him up too with evolved dark pengdras. A five turn cooldown can save your life in early game.

    Ultimate Evolved Ogres
    The keys to early game teams! Pick one and use them to cover dual colors and open up a free spot on your team! Blue/green or green/blue is recommended because Nephthys will cover red once you evolve her. They also bring 2 skillboosts to help get your actives up sooner!

    Sample Early Game Team Progression
    Team Cost Used: 23
    - - - -
    Note: Pick the two colored slimes that don't coordinate with your starter dragon

    Team Cost Used: 34
    - - - -
    Note: Ogre can be any ogre as long as it covers the two types that are not your starter. means a 1 cost monster.

    Team Cost Used: 45
    - - - -

    Team Cost Used: 55
    - - - -

    Team Cost Used: 70
    - - - -

    Team Cost Used: 91
    - - - -

    Team Cost Used: 129
    - - - -
     
    Last edited: Dec 15, 2015
    JKRebel, David@PF and EliteJoe like this.
  6. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    6. Descends with Nephthys

    Nephthys is a capable descend leader, and I can personally attest that I have completed almost every descend with her (mostly with a low amount of +eggs and far from optimal teams). If you are looking for help with a specific descend, feel free to ask in the comments or check out my Youtube channel, which has recordings of all of my descend clears with Nephthys.

    I have roughly organized all of the descends by difficulty and given my own approximation of whether they are "Midgame," "Lategame," or "Endgame". How hard you find each descend will vary depending on your team. The difficulty of some descends is impacted heavily by whether you have specific subs available (e.g. an unbindable bind-remover) and I will try to indicate that in my comments for those dungeons.

    When starting mythical descends, it is recommended to have 30k+ hp and 5k+ rcv (most max leveled teams with a +297 friend leader will surpass these benchmarks). Legend difficulty descends are typically easier and most can be done with lower team stats.

    Mythical descends in the Easy and Moderate categories generally only require a max leveled team and an active combo for bursting the boss. Most Hard descends can be completed with similar team stats, but better quality subs and having your team members skilled up will become more important. Dungeons in the Very Hard and "Impossible" categories generally require more investment in +eggs, skillups, and having a variety of sub choices to handle the specific challenges of each dungeon.

    My comments on each descend are aimed towards newer players attempting them for the first time. With a good enough team, you can just sweep most floors and burst the boss in 1 turn for descends in the Easy to Moderate categories, and most descends in the Hard and Very Hard category can be completed with high consistency.

    Easy Difficulty - "Midgame"
    The Goddess
    Stall on floor 2 or 3. Try to kill the demons on floor 4 in 1 shot to avoid any potential binds. Valkyrie will waste her first turn putting up a status shield. You can use the first turn to prep your board and then one-shot her, or bring a delay and use it before she puts up her status shield.
    The Thief
    The first 4 floors should not be much of a threat. Bring a delay if you can't one-shot Goemon.
    Hera-Is
    On floor 3 and 4 be careful to avoid the high damage attacks that they will use at low health. Have enough damage to burst Hera-Is on the first turn, or else have a delay or bind clear. Other than that, this descend is just a matter of how much damage you can output.
    Legelonte
    Only goes up to Legend difficulty, but harder than some easy mythicals. Most floors don't hit too hard. Make sure to save hearts to heal up from Siren's preemptive gravity. Bring a bind clearer to deal with Legelonte's bind and just be able to output 5 million damage before he kills you.
    Athena
    A fairly easy dungeon if you have high rcv. Gigas should be easy to bring down in 3 turns if you match dark every turn. Save 3 hearts to heal after Cu Chulian's gravity attack. You can tank and grind Siegfried if you have about 5k rcv, but just pop an active if you have an extra one or a short cooldown. You can stall on Athena if needed. If you have a way to convert light to dark, you should have no trouble bursting her.
    Takeminakata (No Dark, No Wood)
    Since there are no dark orbs, you will need to bring a few orb changers to make your own. You will be able to heal easily with all of the hearts from the tri-color board. Just be sure to kill floor 2 quickly and at least one of the demons on floor 4 before they combo you with their first attacks. The boss is easy to stall on until your actives are ready.
    Heracles
    Floor 2 requires you to deal 2 million damage within 3 turns (4 if you can take a hit). Having a short cooldown orb change such as vampire can be very helpful for this. Conserve your hearts to heal up between Giga's attacks and be prepared to finish him once you knock him below 50%. Stall on Angel if you need to. You can use a delay on Heracles once the 2 turn skill bind wears off, or you can bring a team with 100% skill bind resistance. Make sure you will have hearts to heal after the gravity. You will want to have some form of burst since you have a limited number of turns before he will kill you.
    Hera-Sowilo
    A long descend at 10 floors, but most of them are fairly simple. Have enough rcv to stall through Venus's dark absorb (not too difficult). Try to kill the demons on floor 8 in one shot. You can stall on Athena if needed. Try to burst Athena from above half health (short cd light to dark orb change is helpful). Stall out the skill bind from Hera-Sowilo and try to burst her from above half health. Keep her above half hp if you aren't confident in your ability to hit 6 combos.
    Noah (All Attributes)
    Delay is very helpful for this dungeon if your team lacks damage. Have answers to deal with floor 3 and 4 (orb change burst or delay) then you can stall on floor 5 a bit. Be able to burst floor 5 once he gets below 75% and starts his 3 turn countdown. Use delay on Noah or save up hearts to heal back from the gravity.
    Kanetsugu (All Attributes)
    Kill Neneko immediately on the first floor to avoid the fire bind. Floors 2-6 are basic tank-and-grind if you can't sweep. Kanetsugu is weak to dark and only requires about 2.1 million dark damage burst to kill.


    Moderate Difficulty - "Transition from Midgame to Lategame"
    Cauchemar
    Grind down Tiamat. Dealing with the blind boards can be tricky if you aren't used to it. Try to match your hearts when you are making bigger combos (non-blind boards) to get more healing from them. You need to kill something quickly on floor 2. Have a delay for Lilith to outlast her dark absorb. Stall on Amon to get your skills back up. Delay Cauchemar and burst.
    Thoth & Sopdet
    Do the normal tank-and-grind. Ping down Ra. Try to avoid the skill bind from Isis. Mainly, you just need a way to guarantee a good board against Thoth and Sopdet, and bringing a bind clearer can be very helpful as well. You can stall on the bosses forever with the extra hearts Sopdet makes. Make sure you will kill both bosses on the same turn (mass attack or TPAs) or they will resurrect each other, and don't forget about Sopdet's combo shield when you go to burst.
    Beelzebub
    Stall forever against Tiamat. Floor 3 can be tricky, so bringing a bind clearer or heart maker is recommended. Use actives against Belial if you need to, but try to save some burst for Beelzebub. It is possible to stall on Beelzebub, though you can run out of hearts if you aren't comboing well. Use your burst whenever you feel like it will be enough to kill him. He will do a weak attack when you hit him below 40%, but you need to finish him or have a board change for his next attack which will make the entire board poison.
    Satan (No RCV)
    Can be difficult due to the lack of heart orbs, but most enemies do not have much hp. Focus on sweeping before you get hit, though you can take 1-2 small hits and be ok. Stall a few turns on Hades if needed. The only real question for this dungeon is whether you can deal 6.6 million damage in only 1-3 turns. Try to have a combo of actives to change 2 other colors to dark, and a backup active in case that doesn't kill him.
    Sphinx
    Having high hp and rcv is more important here than damage, so Nephthys is a good fit. Save hearts to heal against the Griffin. Control your damage against Sopdet, especially when she is light attribute. Do the tank-and-grind against Thoth and Sphinx until you can burst to finish. Bind clear can be useful to have against Thoth. Delay works against everything here if there's an enemy that's giving you trouble.
    Zeus-Dios
    Can you deal 1.1 million damage to Berserk on turn 1? This dungeon requires you to have orb changers available on turn 1 or else you could potentially eat a 10 turn fire bind and then die. Max skilled, short cooldowns such as Vampire and Grape Dragon or Chaos Dragon Knight Voice (and enough skillboosts to have them ready) are recommended. Stall where you can on floors 2 and 3. You will want to have at least 14.1k hp after you kill Hera to take Dios's preemptive hit. If you need to stall on Hera, keep her at high hp to avoid her stronger attack. Use a small burst to kill Hera if needed. Conserve your main burst for Dios. He will put up a shield on his first turn, but after that he can hit for 18-38k depending on his hp, and if you knock him under 50%, he will use a god bind. It's best to just burst on the first turn and use the second to clean up if needed (or prep your board on the first turn and burst on the second).
    Hera-Ur
    This dungeon is mostly about having enough hp and rcv, which Nephthys has a lot of. The enemies hit hard, and use a lot of preemptives, but they don't have much hp. Stall on the green ogre if you need to. Kill floor 2 from above 50% hp (2 dark combos should be enough). Ping down Ifrit while managing your hearts. Once he's below 50%, finish him fast. Don't hit floor 4 below 50% either or you die. Use a small burst if needed. Then drop your main burst for Hera-Ur on the first turn. She only has 2.3 million hp, and if you knock her under 25%, she will give you another turn to kill her.
    Aegir (7x6)
    Nothing too crazy here. Full skill bind resist is recommended, but a TPA team can kill Leviathan without it. Try to burst Aegir on the first turn to avoid all his annoying mechanics. Your damage and healing is much higher on the 7x6 board.
    Izanami
    Full skill bind resist is highly recommended for consistency. You need to kill one of the demons on the first floor before their first set of attacks. Try to get through floors 2 and 3 quickly because they do fairly high damage. Floor 4 and 5 you will want to try to kill from above half health. Delay or burst Dark Izanami, though it may be possible to stall on her for a while. Be aware of the shorter orb move time when going for the kill. Bind clear can be useful if you plan to have to get hit by one of the binds.
    Hera-Beorc
    I recommend using a TPA based team over a rows team, especially if you don't have full skill bind resistance. Stall as much as you can on the first two floors if you need time to get your skills up for Hades. Full skill bind resist is recommended, but a TPA team can kill Leviathan without it. If you have any light sub-attributes on the team, put them on the left and be careful of matching light when going for the kill on Beorc.
    Zeus Vulcan
    A delay can be very helpful if your team lacks a lot of firepower. Tank-and-grind floors 1 to 6. Burst floors 7 and 8 if you can. Save your hearts to heal back from the 99% gravities on Ares. Use your delay on Ares if you are in danger of dying. Vulcan himself isn't too bad. You should be able to tank him for a while if you need to stall for your delay again or burst actives.


    Hard Difficulty - "Lategame"
    Wadatsumi (No Awakenings)
    No awakenings hurts a lot. Your damage is much lower and you start with no skillboosts. Stall on the ogre on floor 1 so that you can use actives to kill Leviathan. At least 1 heartmaker is recommended to grind down Umi-Yama enough to burst finish. Have burst to kill Siren quickly. You can stall on Wadatsumi to get your skills back because he will make hearts for you.
    Sandalphon
    You need to have a full damage block such as Thanatos or Ganesha, as well as a delay to get through Raphael's 10 turn dark absorb. Floor 1 and 2 are basic. Bind clear is nice to have for floor 3 if you can fit it in somehow, otherwise you will need to burst over 600k if Michael spawns. You should be able to stall on Sandalphon and then burst him from above 50%.
    Zeus Mercury
    Long and difficult with a lot of annoying mechanics to deal with. Bring a team with a lot of orb/board changing actives.
    Zhao Yun
    Kill the light demon on floor 1 and stall on the water ninja. Burst floor 3. Stall out the dark absorb on floor 4 and burst if you need to. You can stall on chibi gzl if you get skill locked. Burst Zhao Yun on the first turn if you aren't confident in matching 6 combos. A gravity can help if you can't burst 4 million in 1 turn.
    Grimoires
    You can stall out the skill bind on floor 5 if you don't resist it. Bring a bind clear for Michael or spike him on the first turn. You may want a heartmaker to help tank on the boss since they all convert away hearts sometimes. You will need to grind the boss a bit since they have 8 million effective hp against dark. Burst from above 50% and you will have another turn or two to finish if needed.
    Aamir
    Do the tank-and-grind. You can stall on floor 5 and 7. Aamir himself is very annoying to deal with. Bring a delay and/or a bind clearer to make things easier. Be careful not to hit him under 50% (not so easy if he keeps making a column of dark orbs).
    Journey to the West
    Damage control is the name of the game for floor 2 and 3. A heartmaker or shield or delay can help get around floor 2 and 3 as well. Floor 4 and 5 are fairly simple. Aim to burst Light Xuanzang in 1 turn or have a delay.
    Indigo (7x6)
    A monster that can convert poison and jammer orbs will be very useful here. Full skill bind resist is recommended, but not required. Try to burst Paulina from above 50% or else you will get extra blue skyfalls. High rcv or a heartmaker is helpful for grinding Belial down enough to burst him. Stall on Amon. Avoid matching the poison orbs on the first turn against Indigo. Once you get more hearts back on the board, you can clear them if needed.
    Surtr (All Attributes)
    You need fairly high damage and while you don't need to burst everything in one shot, there isn't much room to stall. A TPA team is likely better suited for this dungeon. Bring a plan for Michael. Either have a bind clear and ping him or plan to spike him on the first turn. Try to finish Surtr within a few turns because his orb changing will make it hard to heal.


    Very Hard Difficulty - "Lategame to Endgame"
    Medjedra
    Full skill bind resist is a must unless you plan to stall 99 turns or play without actives (it can be done, but it's not fun or consistent). Along with your skill bind resist, bring a bind clear for Isis or burst her immediately to avoid the fire bind. Stall on Osiris if needed. Medjedra is one of the most annoying bosses. Delay is your best option if you can fit it in, but you can also try to just burst him down quickly. Stalling on Medjedra can be dangerous.
    Kaguya-Hime (No RCV, No Awakenings)
    No rcv and no awakenings is a bad combo for Nephthys, but it can be done. A lot of enemies will waste turns or have long attack timers to give you a chance to stall. Hit floor 2 below 50% within 3 turns and then finish him in the next 3. That should get some of your actives up. You can consider taking a hit from Hanzo when he's above 50% to get some free dark orbs to kill him with. Hanzo also does a powerup below 50% for more free turns. Try to burst Amaterasu in one shot. Have a delay or a bind clear to address Kaguya's devil bind. Burst once you get her below the resolve or if she's delayed.
    Zhou Yu (All Attributes)
    The all attributes requirement can make team building hard. Floors 1-4 are the easy tank-and grind. Floor 5 you can burst pretty easily from above 50%. Zhou Yu is the major problem. He has a 50% resolve, hits like a truck, and below 75% hp he will make the board mostly fire every 3 turns, so healing from that hit can be a challenge. You will also need to stall out his 5-turn 50% shield or burst hard. A large gravity like Zeus&Hera and a shield sub can be very useful here to deal with him. If you go this route and stall out his shield, you don't need that much burst.
    Diagoldos
    Floor 5 and 6 are tough. Drall does 80% gravity frequently and otherwise hits hard and changed a lot of orbs, making healing difficult. Burst Drall quickly if you can. Diagoldos will require high rcv to grind down enough to burst. A heartmaker or shield sub can help you survive on him. Once he's below 50%, he turns light and you should be able to finish him easily.
    Sonia Gran
    A shield or some +eggs can help you stall or grind against Blonia and Ronia. Burst Gronia unless you can tank her first big hit. Dark or light resist, or a shield can keep you alive against Gran's 100% gravity. You mainly need to avoid her powered up Divine Star attack, and something to deal with the poison would be helpful.
    Ultimate God Rush
    The easiest Rush for Nephthys. Gaia and Athena are easy. With enough rcv you can stall on Dios without much trouble. Save most of your active for floor 4, and have something to deal with the fat king unless you just want to hope he doesn't spawn. You can stall on Stratios with enough rcv, then burst him from above 50% to avoid his god bind.
    Mephisto (No RCV)
    No rcv and lots of binds. An unbindable 3-4 turn bind clearer is an absolute must. You may be able to take a hit from Cyclone Devil Dragon, especially if you need to wait out some of the bind on a light sub. Unbind against Lucifer and burst. Luci skips a turn if you get him below 30%, so you don't need to one shot him. Then just try to burst Mephisto in one shot to avoid the god bind.
    Jord
    Have burst or unbindable bind clear for Freyja. Jord really messes with your board, so healing can be tough. Bring a heartmaker or shield or delay to help against her. She will hit for 35k every 6th attack. Plus eggs for more hp and rcv are helpful here.
    Deus ex Machina
    A difficult descend with many annoying mechanics (pardon the pun :rolleyes:). Ping down the first floor one at a time. Grind floors 2-5. For floor 6, it's probably easiest to bring a delay to avoid his resolve, otherwise you need to burst from above 50% and eat the time reduction or have a plan to heal and burst after you knock him below 50%. You will need to chip away at the boss for several turns until she's low enough to burst unless you're confident in doing 6.25 million on the first turn (high damage row team with big active combo). Enemies hit hard, so plus eggs will be a big help in this one.
    Ultimate Hera Rush
    The main challenge is being able to handle the first two floors. You need to hit hard right out of the gate. Max skilled orb changers and enough skillboosts to have them up turn 1 are critical. If you are using a row team, DMeta can bait the water bind on the first turn. Have something left in the tank in case the fat king spawns on floor 3. Once you reach Beorc, you should be able to handle the rest without any trouble. If you can fit in a bind clear, it gives you more safety against Hera-Is and DQ Hera.
    Ultimate Dragon Rush
    The dragons on floors 3-5 all put you on a clock. You need to have some relatively short cooldowns to get enough damage out within the turn limits before they dunk you. You can take a short breather on floor 6 depending on the spawn, but you will still need to combo to heal up. Save up hearts to heal after Zaerog's gravity and chip or burst as your team is able.
    Nordis (Rogue)
    Floors 6-8 and 10 are the main threats. You may need an active for Tornado Holy Dragon because your team is low leveled and you are on a clock. Try to make the hit that knocks him below 50% count to get the most out of the double damage against his light attribute. You need a spike to get over the super king defense. A high damage TPA monster and a Nephthys enhance are recommended. Then drop everything you have against Threedia. Floor 9 is easy to stall on and then grind down. You must have an unbindable bind clear for floor 10. Aim for a heavy burst as soon as you can to kill him.


    "Impossible" Difficulty - "Endgame"
    Zeus & Hera
    The hardest mythical descend for Neph in my opinion. Neptune requires a large spike. Ceres takes a decent burst to kill. Then Hades has 8.9 million effective hp that you need to get through in 5 turns. Zeus&Hera can take some luck with the wide array of possible attacks they have, and somehow you need to deal with the 50% resolve. You really want to bring a bind clear and a delay or gravity, but finding a way to bring the utility you need and also not lack damage is very tough.
    Ultimate Devil Rush
    A lot of challenges to deal with. Being able to spike extreme king metal dragon is needed unless you want to fail whenever he appears. It's recommended to stall out the bind on Mephisto if you have high enough rcv and don't get heart trolled, otherwise you need to burst him or bring a bind clear. They you need to burst Satan within 4 turns. Finally, you need to have a board change active left to deal with Beelzebub's poison and either one shot him or have a delay or another board change active left for the second full board poison. It's doable, but you need some high quality subs to not run out of steam.
    Ultimate Yamato Rush
    The resolves on the last two floors are tough to get around. A delay or some form of bind clear is recommended for Hino. Good luck dealing with Goemon. You will need very high rcv to stall on him, and pray that he doesn't bind your leaders. Plus eggs are going to be very important here. There are several clears in JP on youtube.
    Zaerog∞ (Rogue)
    The two biggest hurdles are the floor 3 dark absorb and Zaerog's second form. Zaerog has 12.5 million hp against dark, hits very hard, and you probably want to burst him from above 50%.
    Scarlet (Rogue)
    Everything hits very hard and requires a lot of damage without much room for stalling. Oh, and all of your cards start at level 1. Good luck.


    Other Dungeons
    Normals
    Hera
    Easy difficulty. The gatekeeper to the midgame. Once you can clear Hera, you will know that your team is ready to start looking at some of the easier Legend difficulty descends.
    A mostly leveled and awoken team should be enough for you to take down this dungeon. With at least 18.5k hp you can take hits from Neptune. You can break Neptune's defense if you can match mutliple dark combos or have a TPA sub, otherwise Rainbow Keeper can cut his defense.. You will need to deal 2.5 million damage to kill Hera, so some orb changes for burst damage will be necessary. Bring Echidna or another delay against Hera to give yourself some additional turns to grind her down if you don't have enough burst.
    Two Heroes
    Easy difficulty. Easier than Hera, so you shouldn't have much trouble once you get here. Stall on the masks if needed. Just avoid synched hits from the Vampires and then burst on the boss floor.
    King of the Gods
    Easy to Moderate difficulty. Arguably harder than a few mythical descends due to Zeus's large hp pool and big 25k hits every turn. You will need a decent burst combo. A delay such as Echidna can give you a few extra turns. See the suggested team in the sample teams section if you're struggling.
    Legendary Earth
    Hard difficulty. Surprisingly difficult for Nephthys given that you need to break 100k defense every turn then burst 4 million without much room to stall. Much easier if you have some good TPA subs to break defense. Row teams will struggle without any TPAs or fast defense break. Becomes very easy once you can break 100k damage every turn.
    Legendary Seaway (No RCV)
    Moderate difficulty. Easier than Legendary Earth because the high defense king dragons are fairly rare. Other spawns are easy to sweep, but having at least 1 TPA sub to break the kings is very helpful. Bring poison or a direct nuke for floor 6. Burst the bosses.

    Technicals
    God King's Floating Garden
    Easy difficulty. Standard Zeus Descended, but as a permanent dungeon. You need a moderate burst to sweep the chimeras on floor 4 and about 2 million dark damage to one-shot Zeus. Stalling can actually be difficult, so don't sweep the first 3 floors too fast if you're actives won't be up. Make small combos and use your hp to get some extra turns against the small chimeras and masks. Delay works on Zeus if you can't one-shot him.
    Legendary Mountain Path
    Hard difficulty. The first 5 floors should be fairly easy. You need 100k damage to break the kings, but it's unlikely to get more than 1 on a floor, so you can stall if you don't have TPAs to break 100k. Floor 6 will bind a random card, so be prepared for that. The dublits only have 12 hp, so you can ping down both of them in 2 turns if you make a mass attack. Or you can spend two actives to unbind and poison or direct damage them if you'll have enough burst for Threedia. Burst hard on the first turn to knock Threedia below 50% so your second hit will deal more damage. Try to finish within 3 turns to avoid the bind.
    Legendary Hills
    Hard Difficulty. Very similar to Mountain Path. Sweep or grind the first 4 floors. The tamadra on floor 5 will preemptive bind. You can just ping them down or poison, or bind clear, or just hope your leaders don't get bound and TPA. Stall on floor 6 if needed. Wait a few turns on Defoud for a good board if needed, then burst at least 2.5 million dark damage with 6 combos. He will do a big hit every 7 turns, so don't take too long.
    Legendary Skyway
    Very Hard difficulty. This dungeon is mainly a damage check. Nephthys is not the best choice for these types of dungeons in most cases, but she can still clear it. The first 4 floors are easy enough to sweep or stall on as needed. You want to be able to break 100k defense easily for the kings and bugs. Floor 5 you want to sweep, which requires hitting at least 300k dark damage on 1 monster (+99 atk Satsuki can do this with 1 TPA), otherwise be prepared to deal with binds either by stalling them out on Angelion or having a bind clearer. Angelion you can burst on the first turn or grind down, just avoid hitting her below 30% or deal with more binds. Lifive is the main threat and requires you to deal 7 million damage in 2-3 turns while adding status, <6 combo, and >500k damage shields as the fight goes on and hitting ~20k per turn before his big hit. Burst hard on the first turn to try to knock him into light so that he's easier to finish. A gravity might be useful if you aren't able to deal enough damage. Nephthys is unlikely to be perfectly consistent in clearing this one.
    Legendary Snowy Valley
    "Impossible" difficulty. This dungeon is terrible. Illsix has to be one of the worst designed bosses in PAD and Starling is pretty bad too. You probably want to bring a team that is suited for a grind with only 1 orb change and 1 board change or 2 orb changes for burst. Your other subs should probably be a shield and a gravity (the bigger the better) to avoid Illsix's resolve. Don't expect a consistent clear rate.
    Paradise of Holy Beasts
    Hard difficulty. You need to avoid hitting most of the Chinese girls into their low hp rage zone. A TPA based team will have an easy time with damage output since most floors only have about 1.5 million hp. Stall out the bind on Meimei. Kill Haku quickly. Try to one-shot everything but the Tamadra if you can't kill the Tamadra too. Unblind against Sakuya then one-shot if you don't have bind clear. Try to one-shot Fagan, though you can take a hit or two if you keep him at high hp.
    Ultimate Arena (No Continues)
    "Impossible" difficulty. Nephthys can clear Arena with the proper team, but don't expect her to have the consistency of Ra Dragon or Yomi Dragon, especially once the Arena 2 changes hit. See the suggested team build above and check Youtube for clears on JP for advice.

    Weekday Mythicals
    Tuesday - Keeper of the Gold
    Moderate difficulty. The easiest of the weekday mythicals for Nephthys. You have enough hp and rcv to shrug off the preemptive hits. Avoid the rage hits from the light and dark keepers. Drop actives if rainbow keeper invades then stall to get them back up before the gold keeper. Wait out the dark absorb then drop your burst. A triple orb change is ideal, but you have 3 turns after the dark absorb if you need a second burst. Gravity or delay works too if you don't have quite enough burst.
    Wednesday - Room of the Sacred Mask
    Moderate to Hard difficulty. There's two ways to tackle this. Either way, only the boss floor should pose any difficulty.
    The easiest option to make a team with full skill bind resistance (much easier once Nephthys gets her uevo, but still requires a fair amount of REM subs with SBR). With the ability to use actives, you shouldn't have a problem bursting the last floor (ping the green mask first or bring an appropriate active if you can't spike for 1 million).
    The other option is to go with a team that is not skill bind immune. You will need to be able to kill the boss masks without actives. This can be done if you bring several high damage subs with 2-3 TPAs. Ping the green mask about halfway down, then target the blue mask and match dark TPAs to overcome his 100k defense and chip away at him. Balancing the damage to kill both masks within 1 turn of each other can be tricky to get right, and a big skyfall can potentially mess you up.
    Thursday - Cave of Dreaming
    Hard difficulty. A variety of the builds can work for this one. Mainly you want to bring at least 1 orb changer that will be up for the first and second floors if you get orb trolled, though a fire mass attack should sweep the seeds on floor 1 if you don't have 3 darks. Floor 3 can be a little risky if one of your leaders gets bound before you can kill the dragon fruit and the dragon flower, so try to kill them immediately and stall on the tamadra if needed. You can set up a manual Change the World while stalling on the tamadra if your burst is low. Either have an unbinder or wait until all your cards will be unbound before proceeding to the last floor. Drop your burst. You will have at least 2 turns in case anything survives your first burst.
    Friday - Sky Prison
    Moderate to Hard difficulty (but very hard to be 100% consistent). Here is a video that I made to explain my strategy for Friday Mythical with Nephthys.

    If you don't want to watch the video, here's a summary. Nephthys isn't a great lead for this dungeon, but you can get about a 75-90% clear rate if you pair up with an Isis friend (Awoken or B/L Isis are recommended. Schoolgirl Isis is not recommended because she will trigger more dark binds). Bring a max skilled Lilith, max skilled (or 1 off max) Echidna, and an orb change burst combo (Grape Dragon + Vampire is a farmable option). Target a mythlit and match a dark combo with about 3 off color combos on the first floor to leave 1-2 mythlits alive. Then stall on the remaining mythlits to get your skills up. If Nephthys is bound, carefully try to kill any extra enemies and leave just 1 mythlit alive to stall more easily. Use Isis when needed to keep the binds low (max skilled Isis is nice, but not necessary). Once Lilith is within 1 turn of her skill being ready and is at 0-2 turns of bind, kill the last mythlit. Poison the 2nd floor (you can stall 1 turn if needed). Use Echidna on the 3rd floor. Ping down the dub-mythlits and stall on the Tamadra until Echidna is back up. Do a manual change the world to give yourself a great board for your orb change burst. Clear the binds and kill the Tamadra with Lilith poison to keep your board setup. Delay and use your burst for the boss. It should 1 shot or be very close. Finish off the devilit with the remaining turns if needed.
     
    Last edited: Jan 19, 2016
    JKRebel and David@PF like this.
  7. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    7. Friends List

    In-game NameUser ID+EggsSkill LevelLatents
    Bane@PF /r 390,957,315+297 MaxRCV
    Wuggles 338,283,300+297 4Hp
    JKRebel 380,509,457+242 Max-


    Please post a message or send me a pm if you would like to be added to the friends list. Please include your IGN, User ID, +eggs, skill level, and latents if you have any.


    8. Acknowledgements
    A lot of credit for this guide belongs to @Vexed Ego from this forum and /u/Judinous from reddit. Vexed Ego wrote the previous Nephthys Guide for this forum, but she has been inactive for some time and the old guide was very out of date when I started this one. Some parts of the old guide have been copied into this one. Judinous is the author of the reddit Nephthys Guide and some of his words may have found their way into this guide as well.
     
    Last edited: Jun 5, 2016
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  8. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    9. Update Log
    • November 30, 2015: Guide started.
    • December 15, 2015: Revision 0 of guide completed. Everything that I originally wanted to include in the guide is now finished. Will periodically update as new descends and cards are released.
    • December 18, 2015: Updated friend leader section and orb enhance sample team. Added two Shinrabansho collab subs. Other minor tweaks.
    • January 2, 2016: Added Awoken Archdemon Lucifer and Uuevo Archangel Lucifer to subs. Added Desu ex Machina to descends. Added section for TPA vs row team comparison.
    • Janurary 6, 2016: Added some more dungeon info.
    • January 13, 2016: Finished other dungeon section. Other minor updates. All the extras that I wanted to include are pretty much done for now.
    • April 14: My interest in PAD is pretty low right now, so updates to the guide are on an indefinite pause.
    • May 25: Some minor updates.
    • June 21: Guide updates back on hold. Not enough motivation at present.

    10. To Do List
    -Add new descends.
    -Add Awoken Pandora, uuevo Pandora, other sub updates.
    -Mention where to farm Neph skillups
    -Inherited skill discussion
     
    Last edited: Jun 21, 2016
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  9. Jchunksgt

    Jchunksgt nOOb

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    Gratz on starting this guide, I looks forward to its completion.
     
  10. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    Jeez, writing this guide has been way more time consuming than I expected. Probably spent 5+ hours writing today and I'm not even close to being done. Once the bulk of the guide is done I will probably go back and add active skills and awakenings for each of the subs and a discussion of collab REM subs since some of them are very good.

    Does anyone know how to get larger awakening and monster type icons? The default ones ( :awakening23:, :awakening25:, etc) are pretty tiny, but I've seen larger icons in some of the other guide threads.
     
    Last edited: Dec 1, 2015
  11. EliteJoe

    EliteJoe The Otter

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    Hi there! I recently came back to this game and I pulled a nephthys. I'm rank 132 and I was wondering if you can help me make a team around her! Here's my monster box: http://imgur.com/a/8jFsE
     
  12. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    You've got some pretty nice options if you are looking to lead with Nephthys. Pandora, Vampire, and Grape Dragon are your core subs. The last spot you can fill in with either Gryps Rider (damage, another orb change, gives you full color coverage), DKali (great stats, full board change, bind removal with a heart row), Karin (off-color, but she brings a full board change and a dark row) or Echidna (situational use for some descends and King of the Gods farming).

    Meimei, Lucifer, Dill Siruis, Chaos Dragon Knight, and Kurone are also possible choices, but I'd say they are weaker than your other options. I suppose you could try switching out Grape Dragon as well, but he's your best option for green coverage right now and he brings a lot of helpful awakenings.

    You also look like you've got the pieces for a decent blue team (U&Y or Andromeda lead) or red team (Urd). And down the line you might find yourself with a great Awoken Ra team (you already have DKali, one of his best subs).
     
  13. EliteJoe

    EliteJoe The Otter

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    Would Nephthys/Pandora/Vampire/Gryps/Kali be fine? Also, people told me that blue colored monsters are not good right now. Is that true?
     
  14. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    Yes, that team will work. However, I would still suggest Grape Dragon in place of DKali when her board change is not needed. Yes, her stats are much higher, but Grape brings 2 rows and 2 dark orb enhances, which will give your team a higher damage output when bursting with rows. But feel free to use DKali instead. She brings another time extend, 270 higher weighted stats, a bind clear awakening, and is a much more desirable target for feeding your +eggs.

    A lot of people say that blue is the weakest color right now, but blue teams can still clear the same content as other colors, just maybe not as well or with higher investment of +eggs required. It depends a lot on the monsters you have to work with and it's probably only noticeable for end game content. Blue does have the disadvantage of not having many good farmable subs. But in the end, you should play the color or team that you think you will enjoy playing the most, and with enough investment you will be able to clear most of the content if not a few of the hardest dungeons.
     
    Last edited: Dec 1, 2015
  15. Haku-ku-ku

    Haku-ku-ku Well-Known Member

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    Great stuff once again!

    The sample teams by strategy is great. You might consider also breaking out options by category rather than / in addition to color, since people can figure out color more easily. E.g. Best orb changers, best bind clear, best delay. Also best tpa vs best row, etc.

    This is pure theorycraft but if you go all-in on OE than a 3rd enhancer might actually be useful, though it takes away an orb changer that would be the reason for an enhance in the first place. I'm looking at Goetia for this reason and skilling her just in case her 3-orb creation + enhance in fact prove valuable. (Plus covers green, though I was eyeing Zuoh and Alraune for that spot as well). I could see using her to fix a bad Haku board, plus making sure every combo is enhanced. Her cd really ought to be 5 given that she's REM only, though. 2 Nephthys + 1 Haku + 1 Goetia = 12 dark OE or + 60% dark damage, but only if at least one orb is enhanced per combo.
     
  16. Carlos R. Marti-Figueroa

    Carlos R. Marti-Figueroa Well-Known Member

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    Great job on the guide. I love the structure. I'll be coming back here once I decided to invest in my Nephthys since I have all the TPA subs all invested in for the end game. Thanks for doing this!
     
  17. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    Thanks for the advice. I've been meaning to add a few sentences asking for any constructive criticism or advice on what should be added. I think I will probably add a quick tl:dr for the best subs sorted by each type of active.

    Goetia or Akechi can work as a 3rd enhancer since they also have a orb change effect on their active. Pure enhancers like Beelz or Cerberus or Archdemon Lucifer are more dead weight. Maybe I'll add another sample team for orb enhance with a note that it works well for split leads with match 5 like Awoken Yomi.

    Thanks!
     
  18. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    @Haku-ku-ku New team added with 18:awakening25: for you. When our new orb enhance overlords take over the meta, you have only yourself to blame for bringing this monstrosity to life.
     
  19. Haku-ku-ku

    Haku-ku-ku Well-Known Member

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    Haha blame GH! I actually sold off my gamble mage just before FotNS returned but otherwise have that team :cigar:

    Personally, though, I find OE really boring. I wish they would change it to something like +5% appearance rate, +10% damage per awakening, and eliminate that 6% per orb thing. Fewer orbs that are more powerful would be a lot more fun.
     
  20. Bane Shydow

    Bane Shydow Nephthys Enthusiast

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    A new descend clear to celebrate the new guide thread! Nordis is down for the count.


    Aegir is coming tomorrow and he doesn't look too hard. Should be able to handle it with my standard team.
     
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