[Team Building] Light Healers Guide

Discussion in 'Under Evaluation' started by prem, Nov 20, 2014.

  1. prem

    prem ill learn to spell one day i swear

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    special thanks to users tallgeese, noobftw, and kumomo for help on this
    Light Healer Guide!
    Table of Contents
    0. Update talks
    1. Why Healers?
    - playstyle
    2. Pros & Cons
    3. Leaders and which one you use
    4. Subs
    -orb changers
    -enhancers
    -Utility
    -jp only

    5. General team ideas
    6. Dungeon specific info


    0) Update stuff
    So basically Its too much work to rewrite everything for meta changes so I'm going to talk about what majorily changed and what words you can replace with other words to make sense here because god thats too much work.

    Basically any comment about ltron stalling forever should be changed to Awoken Ama stalling forever. THats the biggest and most important change to the light healer meta, and the one that changes how healers played for the most aprt. Ltron has been power creeped mostly, and while it can still be effective, Ama generally does everything better than Ltron and is the biggest thing.

    Else Lzl got better at stalling but is still kind of worse than ama at stalling so yeah.

    1) Why Healers?
    Healers are generally known to have the terrible stats overall, lacking a lot of HP and attack in exchange for high rcv; while this generally made full healer teams harder to use, it was incredibly important for their sub value on other teams because every other type just lacks RCV. Despite this noticeable deficiency in stats, Healers have actually just always been incredibly popular as a farming team. Ever since the old times of ADK, many people focused on healer teams as when they were built properly they were fast at clearing dungeons, while also being incredibly safe (provided you have the hp. Way too long after that healers have found a niche as a great farming team and a tanky descended team that can largely ignore the painful mechanic called binds, while also being able to spike things down when necessary.

    Quite honestly one of the biggest reason to use healers is their art. The art on most healers, in the opinion of majority of players, is outright fantastic and really so many people like to play the game using cute girls. Another reason as to why healers are so popular is the fact that you can get really far with a mostly farmable team; two of the most important subs for the team, Valkyrie and Sandalphon, are both descended monsters, and even then they can be replaced by other easier to get monsters to an extent. Probably the best reason to use healers however is the fact that, when they work, they are by far one of the safest teams for that dungeon usually. Because there is no combo or orb requirement, Healers are great for consistent damage and can use their subs for actives that most teams cannot have: utility. Utility subs such as bind remove and damage reducers go a long way in providing insane survivability with the high rcv the team has. Obviously you still have to combo with the team to get results (it ain’t ronia) but the team itself is relatively simple compared to other gods for a safe consistent clear.

    The playstyle of Light healers is to be able to stall for as long as necessary on any floor and kill enemies when you can confirm it WILL die. The ability to turn off your leader skill and the ability to control when it will be active again gives the team a great amount of control, and its survivability is obvious when the team stalls 14k hits on a one turn basis with ease. Despite the low base damage, the team has very quick orb changers that it can use freely to kill things quickly, and then use its naturally high rcv to wait for those actives to come up again



    2) Pros & Cons

    Pros
    - High Rcv gives great ability to stall
    - Basically unconditional leads allows them to work great for farming
    - immune to many dungeon mechanics such as binds
    - Great for farming
    - light based damage, ignoring dungeon colors in general
    - Huge sub pool
    - Farmable teams can still produce good results
    - subs generally have value on other teams as well
    -good at farming weekly dungeons such as twinlits and trifruits
    -looks pretty as hell

    Cons

    - Over reliance on valk slows down runs at times
    -Inabiltiy to burst mutiple turns in a row hinders its use for c10s and stuff without specific builds, which makes investing in it questionable to some. Still capable of winning if willing to put the effort in though
     
    Last edited: Dec 21, 2015
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  2. prem

    prem ill learn to spell one day i swear

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    3) Leaders

    Healer / Physical
    HP:3621
    ATK:1011
    RCV:652
    Active:Recover 40% of max HP. Bind recovery for 4 turns. Reduces cooldown of other skills by 1 turn.
    Cooldown: 12 Turns (8 min)
    Awakenings: [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    Awoken Amaterasu Ohkami
    Healer attribute cards ATK x4 when HP is full. Healer attribute cards ATK x3 when HP is less than 99%. Heal RCV x10 as HP after every orbs elimination.

    Ama is the new future for healers basically taking thhe best of old valk and old ltron combining it in one and then having all the utility and hp to make up for Healers weaknesses that were commonly problems. Well the problems are still there, just she herself does a big part of the job with haaste, double skill lock, insane rcv heal everyturn to make up for the lack of an rcv multiplier, and an unconditional multiplier basically. The low Hp problem still exists, but if you do reach the hp limit, the dungeon is basically 100% full proof for a clear its amazing.

    God / Healer
    HP:2452
    ATK:1330
    RCV:863
    Active:Recover RCV x6 HP. Bind recovery for 4 turns.
    Cooldown: 11 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Keeper of the Sacred Texts, Metatron
    Healer type cards ATK x3.5 when HP is greater than 50%, and Healer type cards HP x1.25

    When Metatron (Ltron) initially came out, it was ignored for being a 3.5x for healer card that only worked at 100%. Even when it was buffed to 80% many people questioned running it over Valkyrie because the 80% conditional was too hard at that time; her ultimate changed that completely however, lowering it to 50% making it damn near unconditional. Ltron has been the best healer lead ever since sporting the highest rcv in the game and having her amazing active skill that both sets her back into range and removes binds quickly. While her attack multiplier might seem a little low, the consistency of her leader skill combined with the overall teams good rcv allows the team to stall almost infinitely and basically choose when it wants to kill enemies.

    Nowadays Ltron is mostly outclassed by Awoken Ama, who can stall indefinitely with literal less effort but Ltron is still a strong leader that is capable of beating content. its main use at this point is to pair with ama as an ama team struggles to reach break points at times. Not the best but yeah it works


    God / Healer
    HP:2565
    ATK:1381
    RCV:711
    Active:Enhance Water & Light orbs. Recover for 10x RCV.
    Cooldown: 15 Turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Celestial Life Dragon, Zhuge Liang
    Healer type cards ATK x5 when HP is full. Attack 2.5x when 99% or less HP

    Basically hes really good at farming dungeons sometimes and otherwise mediocre. He has a really good multiplier, but the fact that you need to be at full health limits his use for farming a variety of descendeds due to preemptives. He is still a good option though just outclassed by other things at times. He's also a really fun challenge lead for when you're bored
    Healer / God
    HP:2309
    ATK:1389
    RCV:656
    Active:Change Heart orbs to Light orbs.
    Cooldown: 11 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Divine Law Goddess, Valkyrie Rose
    Healer & God type cards ATK x3.

    Pre-ulti there is little reaosn to use valk as a lead unless you dont have the other options. She is just strictly inferior and emphasizes the problems of healers with REALLY low damage and REALLY low health. it is capable of farming easy things no problem and if you plussed your team a lot its possible to beat some descendeds with her but its so much worse that you should honestly never try it.

    AFTER ULTI however things have changed a lot. Im probably not going to talk about her much until the team building discussion thing because of how different buidling her team is. I could honestly just direct you to the athena team building thread because the addition of god mutliplier makes it hard to justify only using healers when you can use something like Apollo as a sub now. With double orb enhance awakenings and the new orb enhance buff however, Something like Athena or Hera-sowilo become great subs at the very least.


    God / Healer
    HP:3128
    ATK:1470
    RCV:654
    Active:Reduce 20% of all enemies' HP. ignore enemy element and defense
    Cooldown: 15 Turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG] [​IMG]
    Holy Night Kirin Princess, Sakuya
    Healer type cards HP x1.35, ATK x1.35. ATK x4 when attacking with Fire, Water, Wood & Light orb types at the same time.

    Healer kirin is one of the coolest things healers have now. Despite being a color god unlike all of hp conditional (or unconditional) leaders healers have, Kirin brings the best damage of the bunch with an effecitve 29x multiplier for all healers. Obviously the team building is completely different for kirin as opposed to the other ones because Kirin must fufill all colors, worry about orb troll, and has the actual capability of running any real subs; ignoring that Kirin brings huge damage and even a nice hp boost that puts her nearly on par with Ltron on the hp end of the scale. I'm only going to bring her up in the sample teams sections with a few examples while im also going to link to the kirin guide because the teams are basically the same regarless of the minor leader skill change. Double tpa is super nice also and is fun

    God / Healer
    HP:2865
    ATK:1321
    RCV:541
    Active:Change Dark orbs to Light orbs, Fire orbs to Heart orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Xiao Diao
    Healer type cards HP x1.25. ATK x4 when attacking with 4 of following orb types: Fire, Water, Wood, Light, Dark & Heart.

    Its like this weird mix of santa kirin + ltron where its worse than ltron for just about everything except super hard dungeons where the hp restriction is more of a burden than not. Like the dps is higher on XQ but on burst stages it will be worse most of the time because of orb changing. In things like challenge 10 though this is better because you cant always stay above 50% or consistently heal through everything with your inability to burst multiple times per turn


    Which lead to use? (MOST UP TO DATE INFO)
    So Ama is by far the best lead to use at this point for healers. Ltron and lzl have its niche uses, but Ama is by far the standard to go to when looking to clear content with healers at this point just because of her leader skill being both tanky and strong without a condition. The other 2 main healer leaders work for most content still (even if it is a lot of effort), just you will have to put in that effort.

    Santa kirin is also really good as a leader just its more of a color leader so I don't focus on it too much
     
    Last edited: Dec 21, 2015
  3. prem

    prem ill learn to spell one day i swear

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    4) Subs

    a) Orb Changers


    Healer / God
    HP:2309
    ATK:1389
    RCV:656
    Active:Change Heart orbs to Light orbs.
    Cooldown: 11 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Divine Law Goddess, Valkyrie Rose

    Literally the best and only non-debatable sub of Light healers in America land (saori <3). Valk brings the much needed fast orb changing that gives the team the ability to burst somewhat, while also being very important because it combos with quite literally EVERY healer burst there is. There is no way to make a team without her and you will abuse her active so much you will love her. Her stats set the standard for being called good for healers (they used used to be so much worse oh my god), and with her new ulti her awakenings arent even bad anymore so theres nothing to hate!

    God / Healer
    HP:2715
    ATK:1221
    RCV:641
    Active:Change Dark orbs to Light orbs, Fire orbs to Heart orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: [​IMG][​IMG] [​IMG][​IMG][​IMG][​IMG][​IMG]
    Divine Flowers, Da Qiao & Xiao Qiao

    Really good orb changer, and a staple on all light healer teams if you have them. One of the only healer subs that creates light orbs (especially since DQ has both good stats and awakenings), and has the added function of comboing with Valk for a big burst. The light row can open up the viability to make rows in multiples, which really helps with the old damage. Can also be used in dupes to give the team multiple turns of burst, something light healers lack greatly.

    Healer / Attacker
    HP:1881
    ATK:1436
    RCV:548
    Active:Change Wood & Dark orbs to Heart orbs.
    Cooldown: 12 Turns (7 min)
    Awakenings: [​IMG][​IMG] [​IMG][​IMG][​IMG][​IMG]
    Nomadic Dancer, Fuu

    A great double orb changer that can either be used as an alternative or simultaneously with DQXQ. Similarly to DQXQ, Fuu brings a huge burst to the team when combed with valk, but sadly cannot function as a standalone orb changer which makes her somewhat inferior. Awakenings are honestly really useful to how the team plays (which will be explained more later), as the extra 1k autorecover allows the team to stall on a lot bigger hits than it would have before, and the light row is again useful in attempts for light healers to actually reach 3 rows making them viable

    God / Healer
    HP:2133
    ATK:1418
    RCV:504
    Active:Change left-most column into Light orbs
    Cooldown: 9 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Flash Sorcerer, Rei Sirius

    A decent sub I would say? The awakenings are something new they are trying to push for light healers and aren’t bad in the slightest if you build your team around it. The active is completely average and worse than strict orb changing however; sure it guarantees 5 orbs and basically a single two prong activation, but on average Valk will create more orbs for you as long as you plan ahead. Decent sub on TPA kirin teams also just valk does it better to fufill the subtype



    Dragon / Healer
    HP:2226
    ATK:933
    RCV:570
    Active:Change Dark orbs to Heart orbs.
    Cooldown: 11 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Sacred Dragon Beast, Angelion

    Angelion, the previous staple before DQXQ came out. Despite it having very niche awakenings and below average stats, Angelion used to find its place on all healer teams because it either helped the team stall infinitely (which is necessary in some dungeons) or it comboed really well with Valk. Being at the same speed as valk meant that it basically was a consistent double orb changer. With the advent on DQXQ though and the actual use of rows for the team, Angelion has fallen out of favor because Dqxq can be its own standalone orb changer, can combo with valk better, and had much better stats / awakenings at the cost of only 3 more turns; it even loses out to Fuu because of the better combo potential and the inferior awakenings. The best plus side to Angelion however is the fact that its farmable which means it will always find a use on someone’s teams that can’t get those 2 rem subs.

    Healer / Physical
    HP:3085
    ATK:1101
    RCV:524
    Active:Change left-most column into Light orbs and the right-most column into Water orbs.
    Cooldown: 12 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Survivor of Krypton, Supergirl

    Decent sub at best? Her Stats are skewed in that we get lots of hp (which the team will lack) but at the same time her attack is pretty godawful so it balances out. Her awakenings are all useful but leave a lot to be desired because there is no focus (if she gets an ulti tho she will probably be great). Her active is a mixed bag though; it doesn’t help with burst at all but it at least gives the team some light orbs and the blue part can at least be niche (why isn’t a second light column). Overall meh but at least will do things.

    Dragon / Healer
    HP:2545
    ATK:1344
    RCV:404
    Active:Deal 20000 Light damage to all enemies. Affected by enemy element and defense. Change Water orbs to Light orbs.
    Cooldown: 15 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Tornado Holy Dragon

    Outside of being an ugly as hell dragon, THD is probably the best non-iap answer to not having a double orb changer. Before max skill he can most probably only be used on the boss turn, but when max skilled he is hoenstly great as a useful spammable orb changer. Skilling him up is hard before we get the new RO collab (we should get this eventually) but once he is max skilled he is honestly useful. He also has great stats for the team (kind of low rcv and great other stats which is exactly what the team needs) and he at least comes with a skillboost so his awakenings are passable. He is still ugly as hell though.

    God / Healer
    HP:3015
    ATK:1411
    RCV:633
    Active:Change all orbs to Fire, Water & Wood & Light & Dark orbs.
    Cooldown: 12 Turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Shining Goddess of Secrets, Kali

    Honestly Lkali is a really bad sub for this team. She has good stats, but her active is actually really terrible for this type of team and her awakenings don’t really help. Light healers cannot make a team based around TPA that’s actually good at the moment, and while it can be used to poke defenses, the other awakenings don’t make up for how bad her active is compared to LZL (who also has a better active). The board change active might be nice but from all of my uses I have concluded that the worst youw ill get it 4 and the best you will get is 8 light orbs which doesn’t let you burst or anything at all; considering the fact there will probably be light orbs on the board before the active any orb changer, including Rei Sirius, will produce more light orbs and damage than Kali. Kali however can be a useful sub for dungeons that do full board shits like Beelzebub and the bullshit challenge 10 dungeons (which you probably shouldn’t be using a Light healer team for so yeah). She is however a top tier sub for kirin lol

    God / Healer
    HP:2620
    ATK:1228
    RCV:635
    Active:Change all orbs to Heart orbs.
    Cooldown: 23 Turns (16 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Savior Archangel, Raphael

    I'm going to be honest and say i have a massive bias against fullboards. I think they suck and serve no purpose over something like triple row combos; I'll obviously try to be objective about this but really I can't get over how much i hate fullboards.

    So Raph brings great awakeniings and great stats to the team. His active is a good combo with valk when you are running an orb enhance. With a fullboard you are using 3 actives to do something around 4 million damage, which is okay, but only slightly better than triple row combos who use 2 less actives. His active is also pretty slow compared to the double orb changers making you have to stall more. Without the orb enhance sub / LZL lead he is nearly complete garbage though; you can use him as an awakening stat stick but you shouldnt use his active in that situation ever.

    Healer
    HP:2308
    ATK:1189
    RCV:656
    Active:Change Heart orbs to Light orbs.
    Cooldown: 11 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG]
    warrior rose, graceful valkyrie

    ahh the rem light valk everyone wanted cause the color valks are so much better because they are 6* rem only. Chibi Valk is amazing as all hell and if you have her she should be used on every healer team you have. triple tpa is such an amazing set of awakenings while she retains basically every good quality of valk. literally the only reason to use regular valk over chibi is athena team (or just god based teams) and art debatably.




    God / Healer
    HP: 2651
    ATK: 1523
    RCV: 614
    Active: Change Dark orbs to Light orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 22 Turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Angel Illya

    LOL SKILLUPS. Illya is an amazing farmable sub sometimes, but at other times its weird. For one you have to skill it up 15 times which is kind of ass but its active is amazing so it is worth it. Its awakenings are great for a tpa variant of the team too, so it has its niche there. Sadly it doesn’t fit on the row variants very well because the row variants are way better as of now but it is definitely a start. The biggest “flaw”, illya has when compared to valk is that it doesn’t combo with DQ which is a problem because that is the biggest form of damage healer teams have. It does however combo with rei and valk relatively well for tpa variants but those bursts aren’t nearly as big usually which is a problem. Its dark resist awakenings are honestly pretty useful for anything with DQ hera in it to cause any extra resists are super worth it. Also I think her attack is the highest healer attack stat in this game for light healers, at least its higher than valk which would be one of the highest anyway. Really the biggest thing is you have to skill it up and that sucks ass lol.
     
    Last edited: Aug 11, 2015
  4. prem

    prem ill learn to spell one day i swear

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    b) Enhancers

    Devil / Healer
    HP:2875
    ATK:1336
    RCV:595
    Active: Give 6 seconds to move orbs without triggering matches. Enhance Light orbs.
    Cooldown: 9 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Awoken Venus

    Venus is the best thing for light healers in that it gives you the best spammable row burst in this game with amazing awakenings and makes ltron damage so strong. Like with the ideal team you can easily blow up 6 million damage every 5 turns whenever you do dq valk venus its amazing. There is literally nothing wrong with venus sub its glorious lol



    God / Healer
    HP:2645
    ATK:1207
    RCV:615
    Active:35% damage reduction for 2 turns. Healer type cards ATK x2 for 2 turns.
    Cooldown: 25 Turns (15 min)
    Awakenings: [​IMG][​IMG] [​IMG]
    Awoken Sandalphon

    One of the best Light healer subs in the game and it’s farmable! Sandalphon brings a mix of good awakenings, good stats, and a really good active in multiple situations. Sandalphon is definitely the best enhance for Light healers that focus on rows as it usually supplies that third row enhance that is so important, while also boosting the damage that is relatively low without pluses. The shield, which might seem useless at first has a variety of uses such as taking bullshit preemptives, giving the team a turn to set up before a burst, and letting you survive if the somewhat likely chance of you not dealing enough damage happens. Also teams that actually have a second orb changer can make use of the 2 turns of the enhance but that’s hardly a case with this team so it’s less important.

    The biggest downside to Sandalphon is the fact that it basically HAS to be max skilled because 25 turns is way too long, and that his descended is actually a really hard dungeon. Luckily light healers happen to be one of the better teams at farming this dungeon but really it’s a bitch.

    Healer
    HP:1053
    ATK:630
    RCV:194
    Active:Healer type cards ATK x3 for 1 turn.Inflict damage equal to ATK x30 to 1 enemy.
    Cooldown: 17 Turns (12 min)
    Awakenings: [​IMG][​IMG]
    King Shynee

    Shynee is probably the most annoying sub to talk about ever, just because hes both great and trash all at the same time.His stats and awakenings are so trash (even compared to healer stats) to the point that its almost detrimental to Healer team potential. At the same time however his active skill is so amazing that it basically allows the team to beat things when it’s underdeveloped. Basically every healer player should actually try to get a max skilled shynee because its so useful when you don’t have pluses and while a healer team CAN stall enough turns less turns is always better.

    Healer / God
    HP:2308
    ATK:1214
    RCV:452
    Active:Healer type cards ATK x2.5x for 1 turn. Inflict damage equal to ATK x30 to 1 enemy.
    Cooldown: 15 Turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Armored Blue Blade Knight, Arcline

    2.5 multiplier for healers with decent stats and pretty good awakenings. Sadly he doesn’t have a row so your team won’t have three rows to use. Overall he is a great monster since 2.5x is nothing to slouch over for damage. Good thing is that his CD is short since it’s only enhance and nothing else. If you have him he is far superior than shynee and debatably sandalphon, with better stats than the former, a better multiplier than the latter, and a more useful awakening than both of them in skillboost

    God / Healer
    HP:2565
    ATK:1381
    RCV:711
    Active:Enhance Water & Light orbs. Recover 10x RCV.
    Cooldown: 15 Turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Celestial Life Dragon, Zhuge Liang

    LZL’s sub value on a light healer team is actually pretty debatable usually. Good stats and good awakenings mean it’s never going to be a bad sub if you have nothing better, but usually orb enhance in considered one of the worst actives for any combo based team, and as such LZL seems pretty pointless to run. With Raphael (light Archangel) however, LZL becomes a great sub that lets light healers do a worthwhile full board bomb in the combo of Raph -> Valk -> LZL. This combo does produce a lot of damage in one turn, but really it’s not that amazing compared to a triple row combo which requires 2 much quicker actives, as opposed to 3 actives in which 2 are really long. The heal on his active is useful for Ltron now also.


    Healer
    HP:945
    ATK:1419
    RCV:590
    Active:Enhance Light orbs.
    Cooldown: 15 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Saintly Maidens' Protector, Unicorn

    There is honestly little to no reason to ever use a Unicorn. His stats are really REALLY god awful; even with the hp buff you are getting a total of <1500 hp from him which is disgusting in just about every regard. His awakenings are nice, but nothing that you can’t get from another REM god and his active is pretty meh; it is useful when you run multiple Valks on the team but otherwise really not a good enhance in any way. Also he is really hard to get despite these shitty stats so really don’t try to go for him unless you have to.
     
    Last edited: Aug 11, 2015
  5. prem

    prem ill learn to spell one day i swear

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    c) Utility

    On Color

    Healer
    HP:2480
    ATK:1235
    RCV:540
    Active:Delay 1 turn to all enemies.
    Cooldown: 11 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Princess Valkitty

    Skill boost and light row. If you don’t have venus or LZL she is a good replacement since her 1 turn delay is actually on a short CD. Problem is that she has no skill ups besides piis as well. Good in LZL specifically because if you need a turn to heal up all the way she lets you do that, while its still useful in Ltron for that extra turn. Very good for Kirin however

    Healer / Dragon
    HP:2013
    ATK:1054
    RCV:504
    Active:Delay 1 turn to all enemies. Change middle row to Heart orbs.
    Cooldown: 16 Turns (12 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Space-Time Sorcerer, Wee Jas

    Wee Jas is mediocre. He provide more time movement on a team that doesn’t really have anything. A one turn delay would’ve been nice if it was on a shorter CD time. Changing the middle row to hearts just means another thing to combo with valk. I wouldn’t run him on your healer team unless you are short on subs. pretty good on kirin though for the delay.


    Healer / Physical
    HP:3621
    ATK:1011
    RCV:652
    Active:Recover 40% of max HP. Bind recovery for 4 turns. Reduces cooldown of other skills by 1 turn.
    Cooldown: 12 Turns (8 min)
    Awakenings: [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    Awoken Amaterasu Ohkami

    Ama is honestly a terrible sub for itself and ltron. For LZL its useful for its haste, and quick heal. its awakenigns are good if you need double skill lock but otherwise its meh

    God / Healer
    HP:3055
    ATK:1180
    RCV:596
    Active:Deal 7777 damage to all enemies. Ignore enemy element and defense.
    Cooldown: 14 Turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Pure Light Sun Deity, Ra

    Despite being a guy Ra is actually really useful sometimes. Before he became a healer usually you needed to run lilith for poison or whatever, which technically worked fine but it did significantly lower damage. With Ra you basically get the same effect, same awakenings, and he is light type. His awakenings are acceptable because of the finger and his hp is honestly really great. realistically though with awoken ra theres no reason for this to be made


    Off Color
    Healer
    HP:1277
    ATK:1349
    RCV:650
    Active:Delay 3 turns to all enemies.
    Cooldown: 15 Turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Crimson Lotus Mistress, Echidna

    Echidna <3 As much as I love echidna, she sadly isnt very useful anymore. She is probalby one of the best farmable subs to use for Ltron team but on any rem team she is basically unnecessary. Echidna being off Color used to be a nonissue because her active was (and still very much is) amazing. Sadly her terrible stats make it hard to fit on a team and the need for a delay has dropped considerably. Delay is still one of the best actives in the game, its just that for Healer teams its not necessary because you can just stall and wait for healing actives. You lower your damage greatly to try to fit echidna usually for minimal rewards because theres an easier way to work around this and the extra turns Echidna gives you dont help if you fail to get your kill shot. She is much better in an lzl team than the other two. None of this applies to Kirin however, as she is still a top tier sub in that team.Also true for XQ

    Dragon / Healer
    HP:2695
    ATK:1183
    RCV:650
    Active:Delay 2 turns to all enemies. Healer type cards ATK x2 for 2 turns
    Cooldown: 18 Turns (13 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG] [​IMG] [​IMG]
    Courageous Divine General, Sun Quan

    So Sun Quan is honestly really good. He is literally the only offcolor sub i can think of that can be a staple on your healer team depending on what dungeon you are beating. If yoou are only using your healer team for farming, Sun Quan is actually probably the second best enhancer; delay, good awakenings, good stats, and good active that is easy to skillup AND SHORT. the good stats and short active is probably the best part because it means its better than shynee and sandalphon. This however only applies to biweekly or collab farming because those dungeons are easy enough that the loss of damage is a nonissue; in real descendeds however, The light based healer enhances are better unless you have enough pluses to cover up the loss of damage. He is an amazing Kirin sub as well giving both burst and a delay that color teams so often need.

    God / Healer
    HP:2805
    ATK:1282
    RCV:640
    Active:75% damage reduction for 1 turn.
    Cooldown: 11 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Devoted Miko Goddess, Kushinadahime

    Kushi is mostly unnecessary. There are basically only 2 situations where you would want her on the team: when you need a rainbow team, and when yo want to have fun and take a stupdily strong hit. I dont know any exact hits but with kushi and like 25k health its actually possible to take boss "kill shots" that do something like 60k (im guessing you can do the math yourself). These are obviously really bad reasons to use her but i mentioned her anyway cause it does have some uses; at least her stats and awakenings are good. She an amazing sub for Healer Kirin should you need the defense for specific rushes

    Healer / Devil
    HP:2077
    ATK:1188
    RCV:688
    Active:Devil type cards ATK x1.5 for 1 turn. Inflict Poison damage equal to ATK x1 to all enemies every turn.
    Cooldown: 15 Turns (10 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Pitch Black Night Princess, Lilith

    Lilith is literally a bad ra for healers. If you dont have ra but need a poison for whatever reason, use lilith. She doesnt help your damage at all, her stats are okay, she proboably wont attack on the boss stage, and she has only one good awakening; if you need her though then use her cause she is effective at shield poking.

    d) Japan land only


    Healer / Dragon
    HP:2370
    ATK:963
    RCV:330
    Active:Inflict Light damage equal to ATK x30 to 1 enemy. Affected by enemy element and defense. Healer type cards ATK x2 for 1 turn.
    Cooldown: 11 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Gagu & Gagu, MH Duck (unofficial as FUCK)

    Duck was the godsend monster for healers. Skill boost and two rows makes the team on top of that a short CD. Running duck allows for more rows for ltron teams an increases the damage of the team by a lot. His only flaw is that he is a duck and that venus now exists LOL.

    Healer / God
    HP:2308
    ATK:1244
    RCV:670
    Active:Change Heart orbs to Light orbs, Dark orbs to Heart orbs.
    Cooldown: 12 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Reincarnation of Athena, Saori

    Saori is one of the few light healers that actually make light orbs. Her awakenings are amazing and make the team actually farm surprisingly fast. Her stats are like valk stats which I guess is good for healers. Her active combos well with valk or DQXQ or you can use it on your own. She is less amazing now due to the DQ ulti but she is still incredibly good for her double skillboosts and overall usefulness

    Healer / God
    HP:2333
    ATK:1215
    RCV:668
    Active:Delay 2 turns to all enemies.
    Cooldown: 14 Turns (9 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Ultimate Time Mage

    He is okay. Back then he was good because he was the light type echidna but nowadays you don’t really need delay for an ltron team. Long CD but he has good stats for a healer. Nothing much to say beside mediocre sub for ltron. For Santa Kirin and XQ however, hes a god LOL

    Healer / Attacker
    HP:2035
    ATK:1501
    RCV:452
    Active:Change Dark & Jammer orbs to Light orbs.
    Cooldown: 11 Turns (6 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Gold Saint, Aries Mu

    Man Seiya Collab is so good. Mu brings a gives us an orb change thats not hearts that technically can be really quick. Without skillups youll either need to whale or to get piis yes, but even without max skill its really useful because getting rid of jammers is great, they are a massive pain in the ass. Its hp is kind of low but honestly its attack makes up for it and it has great awakenings for the team so yeah

    God / Healer
    HP:2755
    ATK:1337
    RCV:535
    Active:Delay 3 turns to all enemies. Recover 4000 HP.
    Cooldown: 16 Turns (12 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Rococo /幸七羽毛・ヘッドロココ

    This is like one of the most ugly pos in the game. That being said it is honestly really amazing because its like echidna on color with GOOD awakenings. The awakenings are really great and give her a lot of utility as it makes the team capable of getting lots of skill lock quickly. Amazing for color teams also. Other than that its ugly as hell so yeah[/td][/tr]
     
    Last edited: Dec 21, 2015
  6. prem

    prem ill learn to spell one day i swear

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    5) General Team help

    So the way the team actually functions is based on how often you need to use Valk in the dungeon. Because the team will generally deal not enough damage, basically minibosses and stages with 2 million health or more will be solved through a series of stalling for actives from whatever damage they deal, into popping heartmaker + Valk so that it dies. Obviously this is way harder in practice than what I’m saying because in reality stalling on 13k hits or whatever requires a few autoheals + multiple combos and most importantly HEARTS EVERY TURN. You can’t actually guarantee that will happen but with enough comboing its pretty rare for you to have no hearts unless you are unlucky.

    Team builds are generally all going to just be Valk, combo piece with valk, enhancer, utility / secondary orb change. Depending on the dungeon you might need to change it up based on the gimmick it has and how many skillboosts you need, but in general that’s about all you need to know for how to build a team. One thing I’m going to specifically talk about is the use of echidna, well really any delay, on a healer team. Delays are no doubt useful things that will give you time to kill the opponent or what not, but really they lower your damage quite a bit for when it counts. Healer teams specifically do not need echidna because you can usually just stall on the hits until you can use a double orb changer. I’m literally going to mention one team where echidna is used for, and everything after that I will just ignore its existence because really it is unneeded when you have the better (REM) subs. The other thing thats important is the use of rows on this team. Realistically healers do not have enough row enhances to rely on them. Without the duck (jp) the team will only have 3 row enhances which is actually below the standard break point of 4 row enhances, but that only applies to a single row enhance; once you start making double or triple row combos 3 row enhances are actually enough to make more damage. Another sad fact is that healers dont have enough orb changers to actually consistently just make 2 rows to blow things up, so its best use is on bosses or even sub bosses when you pop heart breaker plus valk.

    learn to triple row combo / the other ideal combos

    Combos and team generalizations

    + /

    Double orb changer + valk is your best friend. on a standard team it lets you shit out 2.5ish million every time you do it assuming you optimize your combo, and if you run both then its every 5 turns in a loop basically. this is your main form of damage for rows and still does work for tpa if you need it. angelion can be used to replace them if ou dont have either

    + +

    basically the same thing as above but for farmable subs and less good cause no rows so you have to combo your for your life. angelion valk does come every 5 turns now, its just you wont get the double orb change nearly as often though.

    + + /

    please never actually do this if you have to use a unicorn. actually in my honest opinion just never do this because its inferior to double orb changing in just about every way except the "100% consistent" garbage which means nothing when double orb change is like 85% consistent. yeah i really hate this because its really slow but it does work. without the orb enhance this is legitimately a terrible option though.

    + /

    this is more specifically for LZL lead than anything else because youll have at least 4 monsters with tpa at that point (valk is there always). basically guarntees a tpa and is quick for sirius's case. Kara is there because she can be a replacement if you have it.

    + / /

    For LZL lead again. basically delay can be useful for getting into range so yeah. LTRon never needs this cause she only need 50%

    + /

    Specific to ulti valk lead. Basically her ulti lets you go away from healer enhances which makes both of these viable options at their 7 turn cool down. depends if you still are trying to build rows or use tpa for which one to use though.

    Important Skillups and where to get them

    Metatron:
    - Light Chaser Survey
    - Light Pirate Dungeon
    - Light Mechdragon
    -Mechdragon Rush
    -Thoth & Soptet Descended
    Valkyrie
    -Poring Tower
    -the Goddess Descended
    -RO Ace Collab
    -Angry Birds
    DQXQ
    -Holy Dragon Knight
    LZL
    - Gold keeper. only on specific rotations
    Fuu
    -Angry Birds Epic
    -HXH Collab
    -31 / Baskin Robin Collab
    Rei Sirius
    - Light Insect Dragon
    Angelion
    -Dungeon of Light. Farm and evolve baby shynees
    -Poring Tower
    -Draggie
    LHD
    -RO Collab (still not in US)
    Kali
    - Twinlits during specific Rotations
    Kirin
    -Celestial Pole / Koryuu. 99 stam technical with all the chinese gods
    Raphael
    -Twinlits during specific rotations
    Venus
    -Eco Collab
    Sandalphon
    -Sandalphon Descended
    Shynee
    Evolve shynees from
    -dungeon of light
    -poring tower
    -Draggie
    Unicorn
    -Pal
    -HXH Collab
    -Saint Seiya Collab
    -Mystic Light Dragon
    -Light Insect Dragon
    -Noah Descended
    -Sandalphon Descended
    Ra
    -Batman Collab
    -Taiko Collab
    Echidna
    -Various Normal Dungeons where she appears in
    -Scarlet Snake Princess
    -Alt technical Coin dungeons where she appears as a boss
    Sun Quan
    -Ocean Dragon Knight
    Kushi
    -Green Pirate Dragon
    -Light Pirate Dragon
    -Legendary Seaway
    Lillith
    -Various Normals and coin dungeons and technicals where she appears
    -Satan Descended
    -Poring Tower
    -Taiko Collab
    -Batman Collab
    -DC Collab
    -Cauchemar Descnded
     
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  7. prem

    prem ill learn to spell one day i swear

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    specific team examples


    Keep in mind that theres a lott of swapping between subs that you can do im just naming specific teams

    The Standard Farmable Team
    /
    This is probably the only time I’m ever going to mention Angelion, Shynee, or Echidna. Basically every other team was based off of this as the standard and it literally follows the guideline of heartmaker, enhance, utility. This is the best farmable verison of the team because it’s focused on safety more than anything else. Shynee is like guaranteed to kill every boss provided you optimize your combo, echidna is useful to prevent yourself from dying and to kill minibosses, and even angelion is useful because it is.

    through some random string of events i think im just going to say echidna is forever unneeded. ill leave it there because its not a BAD sub but basically at this point i would say thd is better because he gives the last skillboost and 5 skill boosts is too important for first waves a lot of the time

    The US Ltron Dream


    7 row enhances, an enhance, consistent 6+ mil damage from using dq valk every 5 turns with venus because its all spammable. lots of single tpas and bind clears and everything is wonderful. You can use fuu over the second dq easily if you want orb vairety

    Ltron hard content


    basically for c10 and rushes. basically now you can stlal on everything, use ltron for binds, dqxq or raph for hearts when needed. and then when you want to kill something (when they are at halfway or a little higher) raph valk ltron sandalphon does like 2.5 mil without skyfalls but then with like a 4 combo it does 5.8 million so its just how lucky you are.

    the lzl farm team


    5 skillboosts lots of tpa and burst with dqxq valk and ltron for going back if you need it but mostly for the 5th skillboost. chibi valk is obviously a luxury and regular valk can be used.

    lzl ideal descended maybe?


    i cant tell you if this is the ideal descnded team but its at least pretty strong at it. delay for getting back into range, kara for the 5th skillboost that you need. the last sub can be any skillboost sub like venus or ltron i just picked one at random.

    Valk God sample team (tpa)


    just an example. the team doesnt have 5 skillboosts in the current state but being an unconditional team its hardly important.

    Valk sample team (row)


    stuff can easily be swapped aroudn but the team concept is there. make rows, have lots of orb change, swole for burst which will work well with all the light orb enhance awakenings from valk

    kirin healer sample team



    samples but yeah. basically all healers one with double delay but lots of off color and the other one being monolight for more burst but a little less safe

    Jp dream team


    why dont we get saori.
     
    Last edited: Aug 11, 2015
  8. prem

    prem ill learn to spell one day i swear

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    Dungeon Specifics

    for videos on what people did to beat them instead of posting every single clear (i tried im too lazy) im just going to link some youtubes and you can look them up.
    mine has some old ones but nothing too recent cause i usually just go and make videos of random thinngs now if i make them. still has old content for sure though when it was harder.
    These, but specifically noobftw's videos cause he actually makes ltron videos
    this guy does everything with ltron


    Legendary Mountain Path
    -requires pluses
    -requires 5 combo + tpa from 297 valk to kill kings.
    you can stall on grodin tama stage, just kill the dubs quickly.
    -kill threedia as fast as possible, but recognize you should have 4 turns to do so
    -enhance necessary
    Legendary Seaway
    -requires pluses
    -requires 5 combo + tpa from 297 valk to kill kings.
    -enhance necessary
    -bring poison
    Legendary Earth
    -valk 297ed at least
    -5 combo + tpa from valk breaks 100k
    -ltron 7 combo and 2 sets of lights breaks 100k
    -no enhance necessary
    -find place to stall by somehow leaving 2 or less alive.
    -5 skillboosts necessary
    - its possible to just sweep through the dungeon with enough pluses
    Guardian of the Celestial Pole
    -enhance needed
    - can stall on every stage besides first and last.
    -pop valk often to kill things and then stall again
    Legendary Hills
    -requires pluses
    enhance necessary
    -requires 5 combo + tpa from 297 valk to kill kings.
    you can stall on blodin tama stage by killing dubs
    -stall on keeper is possible
    -make sure you actually 6 combo when trying to kill defound
    King of Gods
    -only requires shynee and a double orb changer
    - just get to tiamat and stall on tiamat. then if you ahve an extra orb changer / can take the hit from cdd just sweep through if your shynee will be ready, and if not store 2 sets of light on the bottom before you kill tiamat.
    Twinlits
    -watch videos in links provided above.
    -use poison or delay stage 2
    -first wave is good place to stall just do a light set and one other combo and target a not mythlit.
    -set up on tama stage. either use shynee and hit less than 600k
    Hera Rush
    -
    Want to run Sandalphon for sure on this team. Even if you have enough hp to take the preemptive without the active, it makes killing DQ hera herself a lot easier.
    - Use Valk active to knock Hera-ur to <25% or kill her in that turn.
    - You have 1 or 2 extra turns because she binds and then does only a 19k hit, which isn’t a problem after you pop Ltron actives so set up the board.
    -Kill hera as fast as possible while being safe.
    -if you get Fat Metal then you have to use dqxq Valk and hope it kills with rows (or if you have a double tpa sub you can maybe pull it off).
    - Stall 10 turns on beorc anyway because you have to. Be wary of Jupiter genesis is possible because it’s a bitch.
    -Knock Hera-sowilo under 50% after you stall out her skill lock and set up the board to guarantee a 6 combo when you are there. On the turn you go for the kill make sure you pop sandalphon
    -Press both ltrons and all the buttons to kill DQ hera because otherwise she constantly jammers light orbs and that’s not fun.
    God Rush
    -
    Kill Gaia and Athena as you see fit, just make sure when you beat Athena you have more than 22,061 HP so you can take the Dios Preemptive.
    -Slowly Chip and grind Dios down to under 50%. This is very possible as hes only doing 14k hits (no one said this was that easy LOL) After that press valk on a good board to kill him.
    -If Fat dragon stall for valk press dqxq valk + burst active to kill him.
    -if satan, just try to kil him as fast as possible without being conservative on actives
    -Beelzebub is basically the same but you can be more conservative on actives because he is stallable
    -On Straitios you have to stall and hope oyu don’t get jammered twice in a row (generally you should be able to take 2 hits with auto recover and stuff. Just try to focus on staying alive until you think any 2 actives (dqxq+valk, orb change + burst) will kill him because he is dark so he doesn’t need That much burst to kill him
    Devil Rush
    -
    Not fun at all, mostly bullshit.
    -Need Raph on team basically
    - First 2 stages are stallable and killable unless fat dragon but even then you should have actives to kill him.
    -Meph is stalling heaven but also annoying as hell. Knock him to dark then press Valk to kill him.
    -Satan make sure you waste all 4 turns to kill him while keeping both Raph and valk up.
    -Raph valk and hope for skyfall / use orb enhance cause otherwise you don’t kill him and you die lOL
    Dragon Rush
    -
    Want enough hp to Stall on Zaerog.
    - First 2 stages are a joke
    -Press actives to kill Wangren
    -Bezyul youll Want to stall for actives while slowly killing him.Ideally you wouldn’t need actives to kill him in 5 turns but if you do just pop it.
    -Threedia you have to use your dqxq+valk burst option on him as soon as possible when you are in multiplier.
    -Hope for l/l Fagan and stall on him easily. Set up board on him
    -if d/l Fagan cry a little but stall because its still easyish. Just kill him when you feel like you can
    -fat ass hope your team has a second burst option stall for valk and go for it otherwise you lose.
    -Zaerog is hoping for him to eventually dark absorb, stalling until that happens, and killing him with your burst.
    Yamato Rush
    Star Vault
    Idealest team:
    DQ, THD, Ancient Dragon Laphoraig, Divinegon

    Its as close to a button team as one can get with an ltron team. Match stage one with a set of light, then press THD on stage 2(required), then use the other 2 actives to kill the extra waves. Press DQ and you’ll have to test damage to know how little you can combo. Takes about 45 Seconds total.

    Second best
    DQ Valk Laph x2

    Combo 2 stages 2 laughs dq valk and swipe should win.

    Anything else is just combo as fast as possible. Remember you only need 500k damage on mass attack to kill the chimeras at the end.
     
    Last edited: Aug 11, 2015
  9. prem

    prem ill learn to spell one day i swear

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    Tthings i need to edit:

    - write intro paragraph explaining what im too lazy to change in detail

    -ama raph and lzl as leaders
    -subs that maybe changed
    -add dungeon info for skill lock dungeons
    -add info for other bitchass dungeons that exist rn.
     
    Last edited: Nov 24, 2015
  10. Gekota

    Gekota New Member

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    I thought you treated DQXQ as a really good leader... .3.
     
  11. prem

    prem ill learn to spell one day i swear

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    Dqxq is a great leader, i just didnt focus on teams that dont boost specifically healers. like dqxq doesnt have to use healers so no need to talk about her, same with kali
     
  12. win8x

    win8x Light Dominion

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    So glad you're doing this guide since you know what you're talking about and can cut through the bad advice out there.
     
  13. Gekota

    Gekota New Member

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    Ah i see.

    I kinda want to join this but i has no Lmeta. Nor LZL. So depending on DQXQ and vanilla ulti i guess
     
  14. prem

    prem ill learn to spell one day i swear

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    i mean people here can still ask healer dqxq questions (tho theres another thread), its just that version is technically worse than god / light row healer team. in the end i just like answering questions so if you post it here or even in my blog thread theres basically a gauranteed chance ill answer your question LOL
     
  15. Infinity1176

    Infinity1176 lf hkali

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    well...

    if ducks are your thing...

    ew never mind
     
  16. prem

    prem ill learn to spell one day i swear

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    OH if the writing looks like its lazy its most likely because my friend wrote it. hes user noobftw the guy with that hypermax healer team as his sig LOL

    i should probably give him creedit.
     
  17. garbled

    garbled New Member

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    What about Sanctuary Guardian? the 4xHP/4xATK combo set is a pretty decent setup with the right subs. It's kinda like a light/healery version of the lolcannon lucifer team.
     
  18. Infinity1176

    Infinity1176 lf hkali

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    You need a lot of RCV for luci like teams
     
  19. randomn0tion

    randomn0tion Active Member

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    woot! new thread. go light healer teams.
     
  20. noobFTW

    noobFTW If only I had more stones!

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    Ducks are a big problem when I only want to run girls xD also thanks for the credit.
     

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