[Team Building] Mono-Green Team Appreciation Thread

Discussion in 'Team Guides' started by Niteblooded, Mar 27, 2013.

  1. Niteblooded

    Niteblooded Well-Known Member

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    _________________
    MONO-GREEN TEAM GUILD HALL
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    [​IMG]

    GUIDE WRITTEN BY THE FOLLOWING:
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    • Carlos R. Marti-Figueroa
    • nocutename
    • EvilEye
    • Niteblooded
    The original "not really a guide" guide was written a LONG time ago and was sorely out of date. Because of this it was in danger of being archived but the people participating in this thread did not want to see that happen so they worked together and took turns writing sections of the guide to save it! There are plenty of things to be proud of about this thread but people putting in the effort to save this thread says more than any praise ever could. I cannot thank the awesome people of this thread enough for the effort they put in to not just makes sure it stays around but to keep it a fun place to visit.
    • YOU GUYS ROCK!


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    Thread Directory
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    • INTRODUCTION (this post)
      1. Why Mono-Green Team?
      2. Basic Fundamentals
    __________
    Introduction
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    Welcome to the Mono-Green Team Appreciation Thread

    This was never meant to be a guide but it turned into one. It was meant to be for people who are using Mono Green Teams as well as people who want to know if having a Mono Green Team is for them. It's main goal is to share strategies and just plain have fun. Rolled some nice green monsters from the Rare Gacha and want to know more about what they can do? Start with this guide and if your question is not answered than ask the people in this thread for their assistance. Here are some beginner guides, albeit written quite some time ago.
    Specific Guides on Mono-Green Leads:
    The guides above provide more detail on those specific leads than you will find here so if you have any interest in those leads it is highly recommended that you not only read those guides but you interact in them as well. This thread is more of a main hub for everyone to converse in and everyone is welcome (even non-Mono-Green friends). By interacting in the guides above, you will be sure to converse with people who run the lead you are most interested in on a daily basis.

    Helpful Links Outside of the Forums:

    WHY MONO-GREEN TEAM?
    Is it not obvious? Green simply is the best! :p

    What dungeons can Mono-Green defeat?
    • All Normal Dungeons
    • All Special Dungeons
    • All Technical Dungeons
    • All Descend Dungeons
    • All Challenge Dungeons (great skill and team composition needed for C8 - C10)
    • All Mythical Plus (purple) Dungeons (great skill and team composition needed)
    • Arena (great skill and team composition needed)
    What does Mono-Green struggle with?
    • Arena is not on reliable farm status with Mono-Green
    • Upper end (C10) Challenge floors is still tough for many Mono-Green users
    • Mythical Plus (e.g. Scarlet Descended) dungeons are still tough for many Mono-Green users

    BASIC FUNDAMENTALS
    Mono-Green offers a very good balance of all 3 traits (HP, ATK, RCV) but is probably stronger in RCV overall. This allows Mono-Green users to build teams without too much concern for overall team stats until they reach end game material. This also gives Mono-Green teams great chance of surviving most dungeons from early to late game. The caveat to that is HP will be the biggest limiting factor so research dungeons before hand to see if your team can survive an attack and if not what abilities you need up by the time you reach those floors.

    Mono-Green is extremely strong against many dungeons, even when it is red focused dungeon. Though it is not strong against everything so here is a breakdown of what you can expect when running a Mono-Green team against various dungeons.

    Dungeons Mono-Green is Strong Against
    • Dungeons where tanking means absorbing damage and healing to full in 1 turn (e.g. Surtr, Zhu Bajie).

      In other words, if your team has enough HP to absorb a blow healing back to full is typically not a problem. This is especially true for Parvati teams because of the RCV bonus but many green cards also have good to great RCV. If your leader does not have a RCV bonus it most likely has a HP bonus on its leader skill so ensure your subs have high RCV.

    • Dungeons where scalable damage is needed (e.g. Hanuman).

      Sometimes you need this because a monster/boss will do something you don't want (one shot you, heal back to full, etc.) if you land what would normally be killing blow when they are above 50% HP. Another example is the game is recently adding monsters like Hanuman where they absorb damage once you exceed a certain threshold.

    • Dungeons that start with a kill floor on stage 1 but allow for stalling on later floors.

      Sometimes these dungeons start with trash mobs that just plain hit hard like Hell Demons or sometimes they start with a monster worthy of being a boss, like Belial on the Mythical Plus dungeon, Scarlet. The reason green does good in these particular scenarios is because many desirable green cards also have low cool down timers and many have the Skill Boost awakening so most of your cards will be ready on Turn #1.

    Dungeons Mono-Green is Weak Against
    • Dungeons with high HP thresholds. (EXPLANATION AND SOLUTION BELOW)

      Many bosses in the game have a rage mode (when low health they do massive damage) but this is not referencing to that as the strategy is to either OHKO the boss or burn them just before rage mode and then land the killing blow. This is in reference to dungeons that have trash mobs that hit really hard or bosses (e.g. Agni) that hit hard without needing a Rage Mode. You could say this affects all teams in general but green cards in general tend to be lower in HP compared to other colors (especially blue and red). This is by far the biggest limiting factor to Mono-Green running the toughest dungeons reliably like Arena, Mythical Plus dungeons, and Challenge 10 (C10) dungeons.

      The counter to this is to +egg the cards you use to +297 (max) as soon as you can. This will give you 990 extra HP for 99 +HP eggs. You can also add HP Latent Tamadras to your subs. It is not the most desirable as 5 HP Latent Tamadras on one card will only add 182 HPs but sometimes it means the difference of making the HP threshold in a tough dungeon so its worth considering for subs at least. Your leaders will most likely get the more valuable Latent Tamadras like Extend Move Time, Skill Delay Resistance or Elemental Resistance. You might also have to deviate slightly from a true Mono-Green team and add an off color sub like Norn Skuld. Preferably pick one with a skill that has good synergy with the team you are using. For example, with Norn Skuld you can also activate Parvati's skill after Skuld and have a board of nothing but enhanced green and heart orbs.

      There are only 3 individual green cards over 5000 HP - Ragnarok, Asgard, and Gaia Dragon. Ragnarok is by far the best and a staple on teams that want to clear Arena but no one runs Asgard or Gaia.

      In the 4000 HP range you are looking at cards (in order) like Kaede (all around best ATM), REvo Parvati (mostly a lead than a sub), Susano (active is very useful in Mythical Plus, Arena, C10s), Liu Bei (mostly for the awakenings, active isn't the best), Avalon Drake (the actives are becoming a lot less useful), MeiMei, Guan Yu, Jörmungandr (if you need a poison sub), Heracles (maybe 1.5x ATK for God type cards for 4 turns could be useful), and Odin (just a stat stick).

      As stated the only 5k card that gets used is Ragnarok but he only makes sense if you trying to clear the Arenas. Of the 4k HP cards Parvati is pretty much just a lead so Kaede is the only true winner. But many teams would use Awoken Susano or Awoken Liu Bei. Avalon Drake can be a decent choice but MeiMei pretty much needs Michael to be useful so that dependency brings her value down greatly, even if you have and use Michael on your team. So most of the desirable green cards will fall somewhere in the 3K HP range, but keep the above monsters in consideration if you are really close to meeting a HP threshold but need that extra push. The early game where you are lacking +eggs and later evolved cards will probably feel like every dungeon has a HP threshold. Just consider your sub options and upgrade your cards when you can.

    • Dungeons where all "All ATK is required". (EXPLANATION AND SOLUTION BELOW)

      It is hard finding good group of cards that meet all colors and play well together. Below is a list of the best current available cards to choose from for these dungeons. The list will include the better farmables to choose from, as well as some off color subs if you're ok with a non-true mono-green team, as well as some Green/Green cards if you have room for them on your team. The Green/Green cards will be more selective since Green will be covered by default so it focuses on cards that if you can fit onto your team it is worth the extra effort to do so.











      Sadly many of these potentials are in the extremely hard to obtain category and some are extremely rare as they are event dependent (e.g. Paradise Jade Sonia and Leisure Meimei). It's not worth the Monster Points (MP) to buy Courage just to have a Green/Blue card. Having a Green/Blue card that has any synergy to your team is extremely hard. Paradise Sonia, Awoken Artemis and Balboa are your best bets. Dark is probably the next hardest with Freyja being able to plug into any team but Ragnarok Dragon might be the best bet if you can afford the MP requirement. Ishida and Ruel are also good choices but low on HP. After that you are looking at the rarest of the rare with Cameo or cards that need you to pop two skills to be effective like Sonia or the heart breakers. Because of this it may be a conflict for you on deciding which Ultimate Evolutions/Awokens to use (e.g. Artemis) if you only have 1 of that monster card. Fortunately there are not many ALL ATTACK dungeons out there as the sub pool for Mono-Green is extremely limited with a lot of overlap on (mediocre) skills.


    SEE NEXT POST FOR MONO-GREEN LEADERS
     
    Last edited: Jan 5, 2017
    Infinity1176 likes this.
  2. Niteblooded

    Niteblooded Well-Known Member

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    ...

    MONO-GREEN LEADERS - PART I
    ______________________________________
    [​IMG] REINCARNATED PARVATI
    _____________________________________________
    Written By: Niteblooded
    Level 99 Stats
    • HP: 4043
    • ATK: 1956
    • RCV: 613
    • Weighted: 999.83
    Level 1 Stats
    • HP: 1622
    • ATK: 828
    • RCV: 237
    • Weighted: 406.8
    :earth::light: Indian God (Series 1)
    :awakening11::awakening3::awakening4::awakening12::awakening4::awakening16::awakening27::awakening27::awakening6:


    Reincarnated Parvati is not the strongest lead but even though she mostly just pairs up best with herself she is also one of the most versatile leads in the game right now as she can pair nicely with just about any green lead. If she is your only lead you can be confident that you can make almost any lead pairing with her work. She provides extremely high RCV so one 3 heart combo will fully heal your team - might need an extra combo or two with Awoken Parvati. This gives her great tanking ability even though she does not provide any HP boost. So in a weird way she fits in between a Tank Team (if HP threshold is met) and a Glass Cannon Team very well - thus, a Balanced Team. Her sub-pool also means her teams will provide great all around stats and a great choice of a Row Damage Team or a Two-Prong Attack (TPA) Team. She only has 1 Orb Enhance (OE) awakening but her active changes all green orbs on the field to be enhanced and with a low cool-down timer you don't have to be shy about using her skill. She probably offers the most balanced approach out of all the leads because of these strengths which in turn makes it her greatest strength. Her subordinate pool though offers very few time extend awakenings as well as skill resistant bind awakenings. Though you will be strong against traditional binds. Luckily most dungeons that bind your active skills are typically done by monsters that Parvati teams can tank against. Be careful that monster doesn't have a count down timer skill though in addition to that skill bind. If not, tank and then proceed forward.

    One of the best strengths of Parvati is that her pool of subs synergize with her very well. Many can be skilled up so they have a cool-down timer of 8 which gives the user the ability to pop skills on early floors and stall for them to be back up by the boss floor. While you need an awkward 7 connected Heart Orbs to get her full power potential you can still do significant damage starting at 4 Heart Orbs. This allows you to conserve Heart Orbs on the field and/or chip away at the monster before executing a final blow attack. This ability to scale your damage is actually an advantage, so don't simply see it as a disadvantage of needing 8 Heart Orbs to realize full potential.

    Her Reincarnated form (aka REvo - Reincarnated Evolution) gives her 800 more HP, 300 more ATK and 140 more RCV. The big win is the big boost to HP since the biggest weakness to a Parvati team is HP. It's still not enough to make her a reliable Arena clearer but is still a huge win and improves her chances. She also gets the awakening to clear 3 turns of bind with a 1 row of hearts. All in all her REvo form is a huge win and definitely worth the extra work to get.

    Leader Skill: Wood attribute cards ATK x2.5, RCV x2. ATK x2 when simultaneously clearing 4 connected Heart orbs. ATK x0.5 for each additional orb, up to ATK x4 at 8 connected orb.
    Active: Change Water orbs to Heart orbs. Enhance Wood & Heart orbs. +6% per orb, up to +180% for full board. 9 Turns ( 5 Turns at Lv.5 )

    Strengths: Weaknesses:
    • High Team RCV
    • Active synergizes well with leader skill
    • Subs synergize with her very well
    • Tanks well if team can absorb hit
    • Scalable damage is great
    • Highly resistant to bind
    • Slightly resistant to poison
    • Low Cool Down on active
    • HP (even a full hypermax team) is low though ReVo Parvati helps with +800hp
    • Needs 7 connected heart orbs to deal full damage
    • Teams typically lack time movement awakenings
    • Teams typically lack skill resist bind awakenings

    Lead Compatibility
    Best Leader Compatibility: :misc14:
    Suitable Leader Comatibility: :misc14:

    Subordinate (Sub) Pool
    Ideal ROW Subs: :misc14:
    • Even if you are going with a traditional Row Team it does not mean you cannot have subs that do not have any Row Attack awakenings. For example, Kaede makes a fantastic sub on any Parvati team due to making both green orbs and heart orbs. That ability synergizes very well with Parvati's leader skill. Many times abilities like that are more important than the awakenings so don't overlook abilities that can mean the difference in a game.
    • Also very important is that not all subs will work for everyone. Heart breakers are a perfect example of this as some people find that it is in complete opposition to Parvati's leader skill. One of Parvati's great strength is healing back to full very quickly but if you are breaking hearts than you remove that strength. The other side of the coin is that you can use heart breakers to your advantage. If you are green orb starved and need to push through you can use your heart breaker to make green orbs and then use Parvati afterwards to make more heart orbs. The downside to this strategy is you just used two abilities. On the other hand, at max skill Parvati's skill will be back up in just 5 turns. The other strength to using heart breakers is if you have Artemis and Michael you can create a board of nothing but Green and Heart orbs all of which will be enhanced thanks to Paravti's ability. Count the number of Blue and Dark orbs on the field prior to figure out the order in which you want to pop your skills to make sure you have enough Heart orbs to activate Parvati's leader skill. This is an awesome combo especially against Combo bosses like Zeus & Hera as you can have 1 row of heart orbs and then two staggered 3 heart orb combos to section off more green orbs thus increasing your hard combo count.
    • These lists are really just a starting point and what many people have the most success with. Experiment and most importantly pick what works best for your play style!
    Ideal TPA Subs: :misc14:
    • As stated with the Row Team advice, do not pigeon hole yourself into just awakenings. Abilities like Freyja's can mean the difference in generating enough damage to burst through an extremely tough boss with a lot of HPs. If needed, you can also tie those abilities as 2nd abilities to either your leader or one of your subs. Vishnu and Kaede are the top picks currently for TPA teams.
    • These lists are really just a starting point and what many people have the most success with. Experiment and most importantly pick what works best for your play style!
    Suitable Subs: :misc14:
    • Ragnarok Dragon (aka RagDrag) is favorite pick for those who like to clear Arena due to the 5k HP, unbindable, SBR. His active is mostly just for cleaning the board of unwanted orbs like Poison or Jammer orbs. On a daily farm team simply clearing Mythicals or even Mythical/Legend + he probably does not make much sense, but Arena teams find him necessary.
    • As for why Skuld is on the list, is that she pairs with a Parvati active for a Green/Hearts board with everything enhanced. Parvati is on a lower cool down timer (5) than pairing for example Verdandi (9) with a Perseus (8) if you get heart starved/fire swamped. Having a Kaede is a better solution to Skuld and Verdandi, but if you don't have a Kaede it provides a viable solution. Though while not a true mono-green team solution it should not be overlooked as it gets the job done. She also comes with a big fat pile of HP, which Parvati teams need.
    • These lists are really just a starting point and what many people have the most success with. Experiment and most importantly pick what works best for your play style!

    Personalization Tweaks
    Preferred Latent Awakenings: :awakening10: :awakening28: :awakening14:
    The "S" symbol references the Skill Delay Resist latent tamadra awakening but the forums do not have that picture available for use. The actual icon looks like a mostly red "S" on a mostly green shield. See this link.
    Preferred Second Skill Leads: / :misc14:
    Acceptable Second Skill Leads: :misc14:

    ______________________________________
    [​IMG] Awoken Astaroth
    _____________________________________________

    Written By: Carlos R. Marti-Figueroa

    Level 99 Stats
    • HP: 2800 (3790)
    • ATK: 1680 (2175)
    • RCV: 604 (901)
    • Weighted: 817.33
    Level 1 Stats
    • HP: 1000
    • ATK: 720
    • RCV: 376
    • Weighted: 369.33
    :earth: Archdemon Series
    :awakening16::awakening1::awakening16::awakening1::awakening1::awakening27::awakening27::awakening28:


    Leader Skill: 1.5x HP and ATK for Devil and Healer Types; 3x ATK when erasing 6+ linked Wood orbs
    Active: Strong Wood counterattack for 4 turns; changes Jammers, Fire & Poison orbs to Wood Orbs. 11 Turns ( 7 Turns at Lv.5 )

    Strengths: Weaknesses:
    • High Team HP
    • Active is very useful to clean orb the board of poisons and jammers
    • Can absorb a hit very well with her high HP then heal back using a Michael Active
    • Plays faster than traditional tank teams
    • Unbindable leader
    • Very easy damage with a single row
    • Mediocre RCV. Michael is basically required for her to shine
    • Lack time movement awakenings on most of her best subs
    • Limited optimal on type sub pool (although this has recently got better)
    Awoken Astaroth is generally considered to be a tank team. Although I do agree with this, I see her more as a fast team with a build in "shield" in the form of increased HP. Her HP boost is generally more for tanking big hits but not repeatedly doing so for a while like for example Artemis (Silvie) /Freyja (Balboa) teams. Astaroth trades RCV for being able to just blow everything up. A single row and some combos basically takes out most things in the game. 2 rows and she is over 1mil per sub when hypermax. For a long while she was the best green leader in the game and she still is one of the best.

    She can beat most content in the game, including some mythical plus content and arena. She has also been able to beat MHera without using stones to continue. She is also an absolute beast in coop since you can basically pop an active every turn and hit for about 8-10 million damage without enhance.

    Basically, she is one of the strongest tank leaders in the game, only outclassed by the new heart cross leads and Orchid, however she is much more easier to use than both of these types of teams.

    Lead Compatibility
    Astaroth pairs best for sure with herself. 2.25x HP/20.25x ATK/1x RCV on a team with lots of rows is no joke. However, cauchemar works nice if you need to stall more on a particular (or various) floors in a dungeon, since he trade a little power and the HP boost for a 2x rcv boost. Freyja is also great because she gives slightly higher atk boost and rcv boost than Cauchemar (3x ATK and 2x RCV for Cauchemar vs 3.75x ATK and 2.5 rcv for Freyja when skill is used), although she does have the slight down side of needing to use a skill for the full ATK boost. I'd choose between these 2 depending if you need the burst or the board change to come along with the RCV boost. Beorc is ok but she only bust devils and the RCV multiplier is less than cauchemar with the same ATK boost.
    Pairs Up Best with: :misc14:
    Pairs Up Nicely with: :misc14:
    Pairs Up Somewhat Ok with: :misc14:

    Subordinate (Sub) Pool
    Pairs Up Best with: :misc14:
    I believe her absolute subs are Michael and Artemis. Then MeiMei and Verdandi compliment the team very well for what Astaroth needs for being successful:
    • Michael provides the hearts needed to help Astaroth's mediocre RCV, while also providing the means to deliver a strong hit. His rows and autoheal round out pretty perfect awakens for what Astaroth needs.
    • Artemis brings much needed OE to the team and a perfect aggressive active than not only generates a lot or green orbs, but also provides a green orb skyfall buff to keep them coming for 2 turns.
    • MeiMei is there because she pair perfect with Michael, and because she brings another row, an OE and most importantly godkiller and dragon killer awakens. Most hard enemies are gods and dragons so that is great. She is also the hardest hitter in arena teams because of her killer awakens.
    • Finally, even off type, Verdandi IMHO is the absolute best board changer for this team. She combos with Astaroth as well for a kill board and also can be use to make hearts in tight spots, and also bring the perfect completing awakening for the team. TE and OE is what the team lacks in the other 3 slots, and Verdandi delivers on both counts. Importantly, her 3 OE combined with the 2 OE from Artemis bring the team to 100% enhanced orb drop, which significantly increases the damage from natural boards for the rest of the team, in exchange for slightly less damage and HP from herself.
    Pairs Up Very Nicely with: :misc14:
    These list of subs are the ones that are not quite as optimal as listed above, but still very strong replacements for anything mentioned above. Generally divided in 3 categories:
    • Utilities: In this group we have Freyja, Kushinadahime, Jormungandr, Athena, Christmas Alarune and Orochi. Freyja use to be considered a top tier sub, and arguably she still is. But with SI, her burst now can just be inherited on the team if needed and her rows are generally overkill since the team usually already has 10-11 without her (OE because more important at that point), and burst on this team is really only situational. Use to be required in Arena but not anymore because of MeiMei's killer awakenings. But still very top teir. Kushi is great for her OE, TE, RCV and Defense to tank Kali. But otherwise you will prefer changers on the team for about 99 percent of the content. Jorm is only a situational sub to use in mythical plus content to deal with the Predras, since he has poison. His board change is actually kinda great to pair with Astaroth, since she essentially becomes a double orb changer on his boards (fire and jammers to green) and as a bonus he is actually on type. No rows but his TE are great for a team that really struggles for time. Athena is nice because she is unbindable and has a low CD which maker her great for SI. You can inherit a delay, and then her enhance is right back up after the delay is out for a kill. Or inherit a bind clear and save Astaroth just for orb changing. Also brings 2 rows. Alarune and Orochi are just great delays. Orochi's delay is better but Alarune is on type and on color. Both are great for the team though Alarune is slightly better IMHO. A staple sub in the MHera solo clear team.
    • Orb changers: Valk use to be a staple orb changer on the team and she still is pretty damn good if you have her. Low CD orb change with good awakens and great RCV. But to me she is now out classed by A.Artemis because much better active and more appropriate awakening when combined with the rest of the team. Still a very solid choice. Sasuke and Leeza I really love for this team for a lot of content because of the low CD on their orb changes. I like Leeza a little better because brings great healing and also helps a lot with combo shields with her autorow active. Both of these are also rocking some nice killers so that is also situationally useful. Perseus even off type is fantastic because of TE, Rows, double :awakening28: and a great active for hitting and healing. Great second choice if you don't have the top tier subs listed above.
    • Board changers: Here Cauchemar is the only one listed. Slightly worse than verdandi even though he is on type because worse awakens and no hearts when combined with Asty. Still, I would absolutely make him for the team, especially since he also pairs well with Astaroth as a leader when you need better RCV, especially if you don't have Verdandi. He is a VERY good consolation prize.
    Other Suitable Subs: :misc14:
    Wont spend too much time on these. Basically use these if you have nothing else. Beorc has good awakens for the team but her active is not super useful and it has a long CD (compared to athena). Still she is probably the best option in this category. Parvati has basically nothing to contribute in the awakens department and her active is nice for SI like Athena, but Athena is better because of the SBR and Rows. Bastet is even worse. Useless active but at least she also has a low CD for SI and is on type. Ruel also doesnt really synergize with the team, so basically all you are gaining from her is the 3 orbs on a 5 turn CD. Compare that to Leeza's 6 orbs for guaranteed activation, and worse awakens than leeza for the team. Wee Jas is on type delay but compared to Orochi and Alarune, his delay is bad and he has low stats. Still worth using if nothing else but not ideal.

    Personalization Tweaks
    Preferred Latent Awakenings: :awakening10: :awakening10::awakening10::awakening10::awakening14::awakening24::awakening8::awakening2::awakening20:
    Really what hurts Asty the most is lack of time. Id put for TE on everyone and then 1 unbindable sub with 1 of each resist to deal with 100% gravities. That will most likely be Astaroth herself, but in that case you can just pair with an Astaroth friend that has them
    Preferred Second Skill Leads: :misc14:
    GGY is definitely my favorite inherit as a bind clear for the team. The reasons are the he also does a partial board clean similar to Astaroth (changes poison, but not jammer) and can also combine with Verdandi to kill in case you forget and let the second active charge when not needed. Freyja works nice too for killing really high HP enemys like MHera and the Kali's
    Acceptable Second Skill Leads: :misc14:
    Basically any other bind clear active works as well. Spica is added there because it does the same thing as Astaroth but changes heart instead of red, which doesn't conflict with the Verdandi combo, and adds haste. Not really necessary but a decent option.

    ______________________________________
    [​IMG] AWOKEN MEIMEI
    _____________________________________________
    Written By: nocutename
    Level 99 Stats
    • HP: 4175
    • ATK: 1804
    • RCV: 106
    • Weighted: 813.63
    Level 1 Stats
    • HP: 1350
    • ATK: 909
    • RCV: 177
    • Weighted: 375.80

    :earth: Chinese God
    :awakening3::awakening3::awakening4::awakening28::awakening4::awakening16::awakening16::awakening10:


    Awoken MeiMei, while not the most popular green leaders, she has the ability to clear up to most Legend + content. Awoken MeiMei has a great set of awakenings that makes her a sub favorite but a lesser thought about leader. However, she is one of the few green color combo leaders in the game. Also, is one of the better color resistance leaders providing damage reduction against some of the heaviest hitting boss colors: Wood, Light and Dark. Her 3 color orb activation now covering hearts making board activation much easier and lessens the chance of having non-activated boards throughout the run. There is still a risk of having non-activating opening board on the first floor. So beware of first floor monster hit points, especially of monsters outside of the color resist as her HP is on the lower side. She pairs up mainly with herself but of course, you can get creative with pair ups.

    At first glance, building a Two-Prong Attack (TPA) team seems most natural. She has access to some great Row subs that can take this team to a different level in terms of team damage and player's skills. Even proving more flexible, the team can be tailored by type, usually Attacker when GZL is added to the team. Awoken MeiMei teams tend to lack in RCV. This can be mitigated slightly by adding subs with plus heart awakenings. Otherwise, an additional defense monster may be added as a safety precaution for harder hitting dungeons. Like any color combo leader, she is vulnerable against binds. Being green, Awoken MeiMei has access to a plethora of utility monsters with several option for bind clearing and defense. It is strongly advised to not use random orb changers like Ruel since they can potentially make an activated board, non-activated. However, Vishnu is an exception since his two green orb active can fix a bad A MeiMei board providing that much needed extra tpa. Keep in mind that this is a guide and should be considered such. Feel free to modify the team as your box seems fit.

    Leader Skill: ATK x3.5 (x4 JP Version) when attacking with 3 of following orb types: Wood, Light, Dark & Heart. 30% Wood, Light & Dark damage reduction..
    Active: Change all orbs to Wood, Light & Dark orbs. Reduces cooldown of other skills by 1 turn.

    Strengths: Weaknesses:
    • Full board clear activation
    • Color Resist leader of Wood, Light and Dark
    • Verstile utility sub-pool
    • Haste
    • Fantastic awakenings
    • Easier LS activation with hearts
    • Low RCV
    • Relatively low HP for non-resist monsters
    • Potential first floor non-activable board
    • Difficulty finding other A MeiMei Friends

    Lead Compatibility
    Pairs Up Best with: :misc14:

    Subordinate (Sub) Pool
    Note: This guide focus on green heavy team, but swaying towards a light or dark heavy team is an acceptable practice as well.
    Ideal/Best: :misc14:
    Utility: :misc14:
    Suitable/Farmable: :misc14:

    Personalization Tweaks
    Preferred Latent Awakenings: :awakening18: :awakening10:
    Preferred Second Skill Leads: None :misc14:
    Acceptable Second Skill Leads: None :misc14:

    ______________________________________
    [​IMG] Thought Spinner Norn Verdandi
    _____________________________________________
    Written By: nocutename
    Level 99 Stats
    • HP: 3255
    • ATK: 1467
    • RCV: 502
    • Weighted: 367.27
    Level 1 Stats
    • HP: 1262
    • ATK: 787
    • RCV: 251
    • Weighted: 786.23
    :earth: God Festive Exclusive God Series :monster1::monster4:
    :awakening4::awakening16::awakening3::awakening28::awakening3::heart::awakening16::awakening3::awakening10:

    Verdandi is a member of the God Festive Exclusive (GFE) club but don't let that dissuade your hopes of pulling her. She is a 5 star monster that is relatively a common pull for being an GFE. Verdandi continues to be a quick, solid green farm leader. With a good set of subs she is fully capable of tackling many descends, but does peaking off once you reach the end game content like Challenge Dungeons 9 and 10. However, that does negate her usefulness as she can transition into a fantastic sub due to her great awakenings and active.

    The best thing about Verdandi is that she is player friendly in terms of skill level and team building. As a farming leader, Two Prong Attack (TPA) subs works best. However, Row or TPA / Row hybird teams are quite successful. Overall, she is extremely flexible leader and her clearing dungeon rate truly depends on the supporting subs. She provides HP boost on fire monsters, which makes her her own best pair up to take full advantage of the HP boost and active. Can pair up with Awoken Bastet when additional damage is needed. Once again, being green, Verdandi has access to a complete arsenal of utility monsters. She was once believed to falter in RCV, this is a non-issue with the introduction of plus hearts.

    At the time of this writing, Verdandi lost one of her REM key subs, G/R Liu Bei to his Awoken Row version, G/G Liu Bei. With that, brings a new green leader to the game capable of tackling End Game content which has taken the spotlight off of Verdandi. Don't forget that Vishnu and Ruel can fill the Triple TPA slot on your team. There are still plenty of players that man Verdandi as she packs a lot of power. It is great to have more green leaders available for players.

    Leader Skill: Wood attribute cards ATK x3 when HP is less than 50% ( Wood attribute cards ATK x3.3 when HP is full. Wood attribute cards ATK x3.15 when HP is greater than 50%. ). Fire attribute cards HP x1.5.
    Active: Change all orbs to Fire, Wood & Heart orbs.

    Strengths: Weaknesses:
    • High Team TPB
    • Full board active
    • Rich set of awakenings
    • Flexible team building
    • Reliant on REM subs to scale out higher damage numbers
    • Loss of Triple TPA G/R Liu Bei

    Lead Compatibility
    Pairs Up Best with: :misc14:

    Subordinate (Sub) Pool

    While most will turn to this guide for a listing of usable subs, there are no right or wrong subs for Verdandi. There are maybe better choices depending on your box and dungeon requirements. It would be fruitless to have a string of suitable monsters since her leadership skill (LS) is so open. To give an impression that she only works with a cookie cutter team would be incorrect.

    Team building hints: Don't be afraid to steer away from Mono team. You can use for those pesky high defense monsters, for defense or for Gravity. for a bit more Fire power, if you need to defeat one or two higher fire HP monsters or for delay. These monsters fall within Verdandi's LS becasue they carry a green sub color. A wood active boost like Freyja or Delgado really helps on boss monsters and guaranteeing the kill shot. If using Freyja, play around with a Row / TPA hybird team as the extra damage from the row awakens can be significant. Even full board changers like Zeus Dios are extremely useful, especially when the board is enhanced with a booster. There is capability of reach millions in damage in one swipe, granted if you can save the actives.

    Best Farmables: :misc14:
    Suitable Farmables: :misc14:

    Personalization Tweaks
    Preferred Latent Awakenings: :awakening18::awakening17:

    ______________________________________
    AWOKEN Freyja vs Cutting-Claw Green Dragonbound, Sylvie
    _____________________________________________
    Written By: EvilEye
    [​IMG][​IMG]
    :earth: Norse God :monster3:/:monster5: :earth: 6* Godfest Exclusive :monster2:/:monster5:
    :awakening1::heart::awakening1::awakening16::awakening4::awakening1::awakening28::awakening28::awakening1::awakening1::awakening4::awakening4::awakening16::awakening10:
    Level 99 Stats
    • HP: 3635
    • ATK: 1815
    • RCV: 260
    • Weighted: 813.17
    Level 99 Stats
    • HP: 3010
    • ATK: 2063
    • RCV: 233
    • Weighted: 791.27
    Leader Skill:
    • Wood attribute cards ATK x2.5, RCV x2.5.
    • Wood attribute cards ATK x1.5 on the turn a skill is used.
    • Multiple skills will not stack
    Leader Skill:
    • Wood attribute cards ATK x2.5, RCV x2.5.
    • Wood attribute cards ATK x1.5 on the turn a skill is used.
    • Multiple skills will not stack
    Active:
    • Wood & Dark attribute cards ATK x2 for 2 turns.
    • Reduces cooldown of other skills by 1 turn.
    • 16 Turns ( 12 Turns at Lv.5 )
    Active:
    • Change all orbs to Wood, Light & Heart orbs.
    • Reduces cooldown of other skills by 1 turn.
    • 15 Turns (10 turns at lv.6)


    Strengths: Weaknesses:
    • Highly durable with high HP and RCV.
    • Can build for rows or TPA effectively.
    • Can run virtually any green sub.
    • Tanks well if team can absorb hit.
    • Allows user to chip away before hitting big.
    • Highly resistant to skill binds.
    • Long cool downs on Leads.
    • Teams typically lack time movement awakenings.
    • Extremely vulnerable to binds.
    • Heavily reliant on actives to deal big damage.

    Lead Compatibility

    Pairs Up Best with: / :misc14:
    Pairs Up Nicely with: :misc14:


    Subordinate (Sub) Pool

    Ideal: / :misc14:
    Suitable: / :misc14:
    Utilities: :misc14:

    Personalization Tweaks
    Preferred Latent Awakenings: :awakening10: :awakening14:
    Preferred Second Skill Leads: Not recommended due to the long cool downs and the reliance the team has on those skills.
    Preferred Badge: :awakening27: :misc14:

    ______________________________________
    AWOKEN Artemis vs Steel Wand Mech Dragon God, Balboa
    _____________________________________________
    Written By: EvilEye
    [​IMG][​IMG]
    :earth: Greco God :monster5:/:monster3: :earth: 5* Godfest Exclusive :monster2:/ machine
    :awakening4::awakening16::awakening22::awakening1::awakening3::awakening28::awakening4::awakening3::awakening16::awakening16::awakening28::monster5::monster1:
    Level 99 Stats
    • HP: 2540
    • ATK: 1965
    • RCV: 501
    • Weighted: 814
    Level 99 Stats
    • HP: 3624
    • ATK: 1524
    • RCV: 252
    • Weighted: 751.2
    Leader Skill:
    • Wood attribute cards HP x2, ATK x2.
    • All attribute cards ATK x3 when reaching Wood & Water combos.
    Leader Skill:
    • Wood attribute cards ATK x2, RCV x2.
    • All attribute cards ATK x3 when reaching Wood & Water combos.
    Active:
    • Change Fire & Heart orbs to Wood orbs.
    • Increase skyfall chance of Wood orbs by 15% for 2 turns.
    • 12 Turns (8 turns at lv.5)
    Active:
    • Reduce enemies' defense to 0 for 1 turn.
    • Effects carry forward on sweep.
    • 50% damage reduction for 1 turn.
    • 16 Turns (11 turns at lv.6).


    Strengths: Weaknesses:
    • Highly durable with high HP and RCV.
    • Shield allows for greater durability.
    • Defense null is great for Predra's.
    • Tanks well if team can absorb hit.
    • Highly resistant to skill binds.
    • Few subs make Wood and Water orbs.
    • Teams typically lack time movement awakenings.
    • Extremely vulnerable to binds.
    • Moderately reliant on actives to deal big damage.

    Lead Compatibility

    Pairs Up Best with: :misc14:
    Pairs Up Nicely with: :misc14:


    Subordinate (Sub) Pool

    Ideal: :misc14:
    Suitable: :misc14:
    Utilities: :misc14:

    Personalization Tweaks

    Preferred Latent Awakenings: :awakening10: :awakening14:
    Preferred Second Skill Leads: :misc14:
    Preferred Badge: :awakening27: :misc14:

    ______________________________________
    [​IMG] Bursting Great Earl Of Hell, Ronove
    _____________________________________________

    Written By: Carlos R. Marti-Figueroa

    Level 99 Stats
    • HP: 3211 (4201)
    • ATK: 1702 (2197)
    • RCV: 696 (993)
    • Weighted: 893.50
    Level 1 Stats
    • HP: 1811
    • ATK: 1202
    • RCV: 269
    • Weighted: 520.17
    :earth: Godfest Exclusive (5*)
    :awakening16::awakening16::awakening10::awakening10::awakening28:


    Leader Skill: 2.5x ATK with 3 Att. (3x for 4 Att); 4x ATK & reduces dmg with a cross of 5 heal orbs
    Active: 2 non-Wood orbs change to Heal Orbs; changes Jammer & Poison orbs to Wood Orbs. 8 Turns (3 Turns at Lv.6 )

    Strengths: Weaknesses:
    • Damage is huge at 144x
    • Effective team HP and RCV is very high because of 51% damage reduction on heart cross
    • Active is AWESOME. 3 turn CD, clean the board, makes hearts, great body for inherit
    • Team uses very little skills most of the time. A prong, cross and 2 other colors will kill almost anything
    • Very fun to play!
    • Requires very specific and rare/expensive subs for very endgame content
    • Leaders are bindable
    • Can be challenging at first to do prong, cross and match 2 or 3 other colors
    Ronove is the second of the green family of heart cross leads, after Kaede. He is the newest 5 star god fest exclusive and merges color combo with heart cross. He is one of the strongest leader in the game currently that has cleared Arena 2 and 3. Is currently ranked at the top of the leader aggregated list up there with Kaede. He is essentially a 2.37/144/2.37 leader when you match a cross of hearts and match 4 colors (2.37/100/2.37 when matching 3 colors), which makes him very tanky and potent at the same time. Compared to Kaede, he has less tankiness but higher multiplier (Kaede is 4/64/4).

    In terms of playstyle, he is very fun to play. You would think it would be very hard to do a cross, plus a tpa, plus 3 or 4 colors, but in reality he is easier to play than Kaede because she requires multiple green matches and her best orb changer (Verdandi and herself) can clog the board with a lot of hearts very frequently. With Ronove, you rarely have hearts clogging your board, so making the crosses is pretty easy with him. You will however want to match TPA with him since his best sub (Kaede) is TPA heavy and she will be dealing the most damage on the team. Also, if you have his best bind clear option (Rozuel) you will also want to make red TPA to maximize your damage. Another great benefit of playing Ronove is that you essentially only require his own active 90% of the time to fully activate, and since you can use his active 2/3 turns, you can save the rest of your skills for when absolutely necessary. This give him a HUGE advantage in COOP over his more rare dark counterpart Gremory (the other new GFE heart cross lead which is a 6* as compared to 5* from Ronove), since Gremory requires an active use to reach the full multiplier (rather than requiring color matches).

    One downside to Ronove is that his best team for endgame content will want to have Kaede dupes (6 start GFE, so very rare) and a Ragnarok Dragon (300k MP, not too bad nowadays since MP is much easier to obtain, but still). Kaede is great because she makes both Heart and Green and has haste, so even if you don't have hearts on board, you can pop Ronove and then Kaede and you'll have 5, and because of the haste, your Ronove will be at 1 turn CD again after matching. She is also great because of the OE, TE and TPA, all of which are perfect awakens for Ronove. On the bright side, Ronove can still work with a semifarmable team, with the likes of Linthia, and to a lesser extent Gainaut and Yamatsumi.

    All in all, Ronove is one of the top leader in the game and is likely just as good as Kaede, or just a nudge below. But in my opinion he is more user friendly and enjoyable than Kaede.

    Lead Compatibility
    Pairs Up Best with: :misc14:
    Ronove is really too unique to actually have a good alternate pairing. Id say you are severely limiting the potential of the team if you pair with anything else. In Theory, pairing with a Kaede would be viable, but not only would that make it more challenging for both leads, it will also take away having a Ronove active 2/3 turn, which is just so good. Id say only pair with himself

    Subordinate (Sub) Pool
    Pairs Up Best with: :misc14:
    There is no doubt that Ronove's best subs are Dupe Kaede's, Ragnarok Dragon and Rozuel:
    • Dupe Kaede's provide the Damage, the most important orbs, haste, TE, TPA, and OE. Basically she is perfect for the team and is probably THE most important sub. a single TPA and 144x you are looking at over 3 million damage with just 4 green orbs.
    • Ragnarok Dragon provides board refresh needed to ensure all colors are on the board. Him plus Ronove assure you have all colors to activate and 5 hearts for a cross as well. The only slight down side is that he doesn't assure a TPA but in that case you can pop Kaede instead and more likely than not you will have still all the colors you need. His TE, TPA and Killers are clutch, especially in the Arena's
    • Finally, Rozuel is there to be the unbindable-bind clearer and cover the remaining colors (red and blue). She has a 5 turn heart make active as well which is great if you want to save Kaede and Ronove wont provide enough hearts. The 5 turn CD also means you can inherit a real bind clear to her, like Ame or A.Ama. Also, her 3 TPA assures that all your subs will be contributing loads of damage. This is what gives her the nudge over say Ame no Uzume.
    Pairs Up Very Nicely with: :misc14:
    These list of subs are the ones that are not quite as optimal as listed above, but still strong replacements. Generally divided in 3 categories:
    • Utilities: In terms of utility, this team really only needs bind clearing. So if you don't have Rozuel, Ame no Uzume is probably the best substitute for the last spot if you have Kaede to cover light. Then the other bind clearers are chosen based on the color you are missing. If you dont have Ame or Rozuel, you can use Gainaut or DKali as a sub to cover red, and then use Isis or Sakuya to cover blue. If you dont have Kaede either, then Dkali plus Sakuya or Gainaut plus Sakuya or Isis also works fine.
    • Damage Subs: If you don't have Kaede, then you team damage is going to suffer quite a bit. So you will want to have another damage option if possible. I believe Athena and Vishnu are good substitutes with their triple TPA action and pretty low CD to inherit a orb or board change, or something else of choice. However these are obviously not ideal because they lack the Haste, Green/Heart making combo, TE (Vishnu has only 1 and Athena 0), and OE (again Vishnu has only 1 and Athena 0). But is you dont have Kaede, these will take you quite far.
    • Board changers: All three of the ones listed here are good or great options in place Ragnarok. Linthia however is the absolute best one, because she has a TPA, is on color, has a finger, multiplayer boost for when you play coop, and her board change matches even better with Ronove than Ragnarok (Linthia's poison making assure you have more green on board). Gainaut is nice for color coverage, same advantage as Linthia with the board change, but the awakens are not synergistic and is off color. DKali is also nice but also off color and has a weaker board change than Ragnarok because of the loss of haste. Linthia in particular can also be a replacement for a second Kaede since most people will only have one if they have any at all, although a dupe Ragnarok would probably be a better (but super expensive) option.
    Other Suitable Subs: :misc14:
    These are ok subs to use if you lack the more optimal ones discussed above. Basically, Perseus provide the orb change and the nice awakens (especially the 2 TE), but he only allows to activate 100x and doesn't provide much damage since no TPA. Yamatsumi has a nice passive active for the team, can also cover light if you don't have Kaede. But his awakens are not good and his active actually does not affect the board directly. Parvati is ok since she makes hearts, is unbindable and has TPAs as well. Actually a decent option, but no color coverage and lack of TE, green orb generation and haste make her not ideal. She is probably the best alternative from this list though.

    Personalization Tweaks
    Preferred Latent Awakenings: :awakening10: :awakening28:
    The best latents are definitely TE and SDR. The TE is just to make your life a little easier since 3 - 4 colors, TPA and heart cross is quite challenging. The SDR will go best on your haste subs, so Ragnarok and Kaede. You need hearts to be able to tank and hit hard, so if you encounter say A.Shiva in Arena 2 and 3 or Ultimate Endless Corridors, he delays 2 turns and then proceeds to murder you. So having SDR on Kaede and Ragnarok ensures you will have heart generation for a turn, and the haste allows the Ronove's to be up shortly as well.
    Preferred Second Skill Leads: :misc14:
    Balboa is a great SI for this team when taking on Arena 2 and 3 since he can take care of Predras and then provide a second layer of defense to against anything, and also Kali (although to tank Kali you will need to inherit 5 HP latents on Ragnarok for Arena 2 and 3 so you likely wont want to do this). Baldin is also great since he also provides defense but for 2 turns, and boosts Dragons and Machines (so everyone in the ideal team except Rozuel). Ama is there to be inherited onto Rozuel. I believe it's the best bind clear inherit since it's 4 turns and has haste
    Acceptable Second Skill Leads: :misc14:
    Basically any bind clear active works as well to inherit onto Rozuel if you don't have Ama. Ra is there to deal with predras in arena or in Mythical plus content. A little less ideal than balboa since balboa also provides a nice defense on top of the enemy defense nullify.

    ______________________________________
    [​IMG] DIVINE CREATOR OF, VISHNU
    _____________________________________________
    Written By: nocutename
    Level 99 Stats
    • HP: 2765
    • ATK: 1730
    • RCV: 306
    • Weighted: 724.50
    Level 1 Stats
    • HP: 1066
    • ATK: 850
    • RCV: 170
    • Weighted: 333.27

    :earth: Indian God (Series 2)
    :monster1:/:monster5:
    :awakening3::awakening4::awakening4::awakening16::awakening28::awakening10::awakening4:

    Vishnu's main perk, as a lead, specifically is that he's strong at 2 combos total, meaning he's good for easy sweeping and the occasional tournament where you want both speed and damage; very newbie friendly. Anything stronger than him either has higher activation requirements such as color matching/high combo count/skill use or is more type restricted. He's a little behind the meta with only 3.5x and no HP/RCV boosting, but that's still sufficient to sweep through most Mythical and Legend+ Rogues because of his triple Two Prong Attack (TPA) awakenings.

    As far as team building goes it's not that much different than a Verdandi or any general wood lead. Stick to mostly orb changers with TPA and utility(s) of choice. Focus on making TPA attacks as triple TPA damage is absurd. His skyfall buff, triple TPA, and SBR means he's a welcome team member as either a lead or sub, so pairing up with Vishnu is amazing if you don't have two on your own because permanent skyfall is a drastic increase to both damage over time and damage per round.

    Leader Skill: All attribute cards ATK x2.5 when reaching 1 set of Wood combo. ATK x1 for each additional combo, up to ATK x3.5 when reaching 2 combos.
    Active: Increase skyfall chance of Wood orbs by 15% for 3 turns. Randomly spawn 2 Wood orbs from non Wood orbs.

    Strengths: Weaknesses:
    • Great active that generates orbs for a couple of turns.
    • Triple Two-Prong Attack monster capable of dealing out large amounts of damage.
    • New player friendly leader.
    • Skill lock resist awakening.
    • Low HP.
    • Needs other REM TPA monsters to make a strong team.
    • Not up to current game meta as a leader.

    Lead Compatibility
    Pairs Up Best with: :misc14:
    Pairs Up with: :misc14:
    Top farmables are UEvo Braychs, Cu Chu, and Reincarnate ADK

    Subordinate (Sub) Pool
    Ideal/Best: :misc14:
    Suitable/Farmable: / :misc14:

    Personalization Tweaks
    Preferred Latent Awakenings: :monster5:
    Preferred Second Skill Leads: None :misc14:
    Acceptable Second Skill Leads: None :misc14:

    SEE NEXT POST FOR MONO-GREEN SUBS - PART I
     
    Last edited: Jan 5, 2017
  3. Niteblooded

    Niteblooded Well-Known Member

    Messages:
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    Feb 26, 2013
    MONO-GREEN SUBS - PART I

    Highly Desired Subs
    Rolling great leads is one thing but a great lead with a bad selection of subs usually diminishes the desire to use that lead. So the point of the Highly Desired Subs section is for people to get a good idea if their lead has some good subordinates to follow them.

    That said, just because you don't have these monster cards does not mean you cannot run a green team ...especially if you just started. If you just started the game than the chances of you having a great lead and these highly desired subs is going to be very small. You'd either have to be very lucky and/or paying the gacha machine. It is hard to write a guide for both the experienced user scoping out their latest roll seeing what their options are as well as the person completely new to the game. So whatever this guide does not explain in good enough detail for you, please post your questions in this thread.



    Dragon/Attacker
    HP: 4130 (5120 w/ +99)
    ATK: 1840 (2335 w/ +99)
    RCV: 281 (578 w/ +99)
    Active: Randomly spawn 3 Wood & Heart orbs from non Wood & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening28::awakening10::awakening16::awakening10::awakening4::awakening4::awakening4::awakening3::awakening3:
    Fall Wind Jasper Dragon Caller, Kaede
    (On-Color Orb Maker & Heart Maker)
    Not only is Kaede one of best, if not the best, mono-green leads right now (Fall 2016) she is also considered by many the best sub as well. Heart makers in general are a welcome addition to any team but more so ones that also create on-color orbs for their respective teams. While 7 turns isn't spam worthy it is low enough to where if you get into a pinch in an early floor you will be confident it should be back up by the time you need her again. It also provides a 1-Turn Haste. She does provide a skill-boost but skill boost is only good for entering a dungeon. Once skills are used haste is what gets your skills back up quicker. While it does not work on her it will work on everyone else in your team.

    Still not convinced? Let's talk about those awakenings then. She provides 1 highly coveted Skill Bind Resist (SBR), two time extends (TE), 3 Two-Prong Attack (TPA) which is great for bursting down trash floor mobs and synergize great with her ability, and two Orb Enhance (OE) which pairs up nicely with Row Teams, TPA Teams or a Mix of both. There are not many highly desired green cards with Orb Enhance so in addition to providing a great skill she also provides insanely awesome awakenings. We could stop here...

    But we won't. Her RCV isn't great but she provides something else many green cards do not - nice amount of HP. While it's not massive (5k+ would be massive) it is far and away better than most green cards and in a very small category for this color. While 1800 ATK is not as impressive as it used to be it is still a high ATK rating and very respectable. This makes Kaede one of the best all around green cards available. It is why people lucky to have multiples of her use multiples of her on their teams. So if you have two Kaedes it is not crazy at all to use both on your team/s. In fact, some teams prefer multiples of her. Not many green cards can say the same thing as stacking tends have severe diminishing returns for most cards. Though after two Kaedes you will want to think about other subs.


    God/Attacker/Healer
    HP: 2420 (3410 w/ +99)
    ATK: 1969 (2464 w/ +99)
    RCV: 611 (908 w/ +99)
    Active: Changes Yellow orbs to Green orbs, Dark orbs to Heart orbs & Enhances all Heart orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening28::awakening16::awakening1::awakening12::awakening1::awakening1::awakening12::awakening12::awakening12:
    Archangel of Annihilation, Michael
    (On-Color Orb Changer & Heart Maker) :light: >>> :earth: :misc10: :dark: >>> :heart:
    See how quickly the HP go down on the green sub pool? Granted the Angel series is notoriously low on HP but like all the Red/Blue/Green (RGB) angels, Michael is a highly desired sub on many green teams. This is mostly due to the fact he changes one color to green orbs and another to heart orbs. Subs that create both green orbs and heart orbs are useful to any team as doing damage and/or healing from damage taken is always useful. After all that is what you are doing in PAD, dealing damage and healing from it. Michael's real potential as a sub is mostly coveted by Row teams but most people run a mix of Row, TPA and OE rather than a pure form of one team. That being said his value does go down greatly if you are running a TPA team. At that point his value is mostly from orb changing and you can get that in a variety of subs and the rest of his awakenings are not good enough to justify his placement on a TPA team, nor is his pathetic HP. If your team needs RCV, such as a Verdandi team, than he is a solid choice.


    God/Balanced/Dragon
    HP: 3745 (3835 w/ +99)
    ATK: 1644 (2139 w/ +99)
    RCV: 409 (706 w/ +99)
    Active: Change Water orbs to Wood orbs, Fire orbs to Heart orbs. Enhance Heart orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening1::awakening6::awakening16::awakening28::awakening16::awakening28::awakening10::awakening1::awakening10:
    Brave Vanquishing Deity, Perseus
    (On-Color Orb Changer & Heart Maker) :water: >>> :earth: :misc10: :fire: >>> :heart:

    Just like Michael, Perseus fits on many green teams. He also shares another thing in common he is just like Kaede in that stacking him on your team works and he provide two TEs. Stacking him is no where near as common as stacking Kaede is nor is it something that is particularly recommended, but if you are struggling to fill out your subs as other choices do not look too desirable than he is a solid choice. Feel free to ask this thread for advice on that if you are unsure. His stats are about what you can expect from many green cards, well rounded and balanced but no stand out stats. Though his 3745HP is more than many green cards so that is worth mentioning even if its not a lot by today's standards when speaking of the game as a whole and not just specific to green. While most would not consider him for a HP boost it might be worth looking at your current subs and seeing how much more Perseus provides over one of your lower HP cards. He provides two Row boosts and two SBRs which makes him a highly desired sub on Row especially. His ability is strong enough on its own to burn down most sub-bosses, unless your board is flooded with Yellow and Purple orbs. So if you know you are going to use his ability soon, try to clear out as much of the Yellow and Purple orbs as you can on the previous turn. So if you need sub-boss killer in addition to your kill-shot team combo Perseus fills this role beautifully. Excellent sub choice even for a TPA team as long as the rest of your sub pool has at least 1 TPA on them with preferably 2 or 3 subs with 2+ TPA.


    God/Attacker
    HP: 3255 (4145 w/ +99)
    ATK: 1467 (1912 w/ +99)
    RCV: 502 (799 w/ +99)
    Active: Changes all orbs to Wood, Fire and Heart orbs.
    Cooldown: 14 Turns (9 min)
    Awakenings: :awakening4::awakening16::awakening3::awakening28::awakening3::awakening17::awakening16::awakening3::awakening10:
    Thought Spinner Norn, Verdandi
    (Board Changer) :earth::fire::heart:
    Insane awakenings, great all around stats and very nice active. She actually has 3 OE which you will not currently find in the highly desired green card sub section. She also provides the extremely rare Heart Orb Enhance, SBR, two Skill Boosts, a TPA and a Time Extend on a pear tree! One of the higher RCVs and very respectable for HP and ATK. Technically Norn Skuld has the better active to combo with, but Perseus or any other Fire orb changer will work. Her active is solid on its own and can easily be used without combo ability from another sub. Though if you do combo her with someone else keep in mind you will probably end with a lot more of one color than you would typically want. Not only is that her biggest downside it is pretty much her only downside. So that makes her an extremely solid sub that fits on many mono-green teams. She also can be stacked, it's just not as desirable as Kaede or Perseus.


    God/Attacker
    HP: 3040 (4030 w/ +99)
    ATK: 1705 (2200 w/ +99)
    RCV: 271 (568 w/ +99)
    Active: Changes Heart & Fire orbs to Wood orbs.
    Cooldown: 16 Turns (8 min)
    Awakenings: :awakening4::awakening16::awakening22::awakening1::awakening28::awakening1::awakening1:
    Moon Flower Huntress, Artemis
    Attacker/Devil
    HP: 2540 (3530 w/ +99)
    ATK: 1965 (2460 w/ +99)
    RCV: 501 (798 w/ +99)
    Active: Changes Heart & Fire orbs to Wood orbs. Wood Orbs more likely (15%) to appear for 2 turns.
    Cooldown: 12 Turns (8 min)
    Awakenings: :awakening4::awakening16::awakening22::awakening1::awakening3::awakening28::awakening4::awakening3:
    Awoken Artemis
    (On-Color Orb Changer & Heart Breaker) :fire::heart: >>> :earth:

    I been trying to avoid using First Person Voice in this guide but Artemis I am going to break that rule on. That is because many PAD players avoid heart breakers on their team like the plague. The reason is simple, see the subs listed above and what their commonality is. They make hearts so they heal damage taken. Typically for most people the last thing they want to do is remove what keeps them alive. The point I want to drive home here is that when used properly cards like Artemis can be very powerful.

    Artemis is not a card you put on your team to use multiple times, though you can if put in a pinch. Her active is mostly for a kill shot move. Combine her with Michael or even better with Michael & Parvati and depending on the order in which you pop the skills you can have a board of nothing but Wood and Heart orbs fully enhanced. Outside of being able to pick the color of each orb (that'd be awesome!), for the most part you have complete control of how many Heart orbs you leave on the field. Her teammate synergy combo potential is too high for me to not list in this section despite how many people would disagree with me. Because of this difference in how people form their teams, she is situational depending on your team makeup and how you play the game but in the hands of someone who likes the burst potential and doesn't mind this play style, Artemis more than earns her place especially on a Parvati team. Know her risks but don't neglect her potential.

    As far as stats go, her Moon Flower ultimate evolution is the weakest with a HP boost over her Awoken form but her Awoken form provides a pretty big RCV boost and a very nice attack rating on top of that. But you don't pick her form based on stats. If you want to use her as a lead than her Awoken form is by far the best and is what most people will choose. Her awoken form also provides 2 TPA which makes it a solid choice for TPA teams or Mix Teams that put more emphasis on TPA than Row. If you prefer Row than her Moon Flower version is obviously the better choice. Since I run a more Row than TPA Parvati team I prefer her Moon Flower evolution. I have just enough TPA on my team to burn through trash mobs to conserve Wood orbs and use Rows to burst bosses down. Both versions provide SBR and SB which is nice for any team. One reason many love the Awoken form is her 2 OE awakenings which is not very common on green cards. Another awakening on her that I really like and comes on both versions which I think is completely underrated is the Blind Resist. Not many green cards have this awakening but there are many dungeons that blind (turn all orbs black till you move them) with some monsters doing it repeatedly. This awakening procs quite a bit even though she is the only one on my team that has it so it is worth mentioning. Once you get more confident blinding isn't a big hurdle but it can definitely hurt you if you are not careful. For example I typically plan 3 to 4 hard combos and then do the rest on the fly. The blind effect makes this harder. You can touch an orb before you move anything to see what it is but that only helps in the planning phase.

    tldr; Solid sub in many respects but depends completely in your team's makeup and your play style. Weak on stats but solid awakenings.


    God/Attacker
    HP: 2765 (3755 w/ +99)
    ATK: 1730 (2225 w/ +99)
    RCV: 306 (603 w/ +99)
    Active: Randomly create 2 Wood orbs. Wood Orbs more likely (15%) to appear for 3 turns.
    Cooldown: 15 Turns (6 min)
    Awakenings: :awakening3::awakening4::awakening4::awakening16::awakening28::awakening10::awakening4:
    Divine Creator of Order, Vishnu
    (On-Color Orb Creator & Wood Skyfall)
    Vishnu is a TPA lover's dream. Not only does he provide 3 TPA, an OE, a TE but his active is purely synergistic for a TPA team. At 6 turns you can use it frequently and not feel guilty, especially knowing that 3 of the 6 turns it is down you get Wood Skyfall. Use someone with Haste (e.g. Kaede) afterwards and you can keep the green flowing and kick off TPAs left and right. If you run a TPA team or even want some TPA love in your current team makeup than Vishnu is a solid choice. His biggest weak point is his stats but honestly they are on par with many green cards.


    Dragon/Attacker
    HP: 3198 (4188 w/ +99)
    ATK: 1453 (1948 w/ +99)
    RCV: 388 (685 w/ +99)
    Active: Creates 3 Wood Orbs at random and 1.5x ATK for Wood.
    Cooldown: 14 Turns (9 min)
    Awakenings: :awakening4::awakening4::awakening10::awakening16::awakening28::awakening28::monster4:
    Godlike Chivalrous Thief, Robin Hood
    (Wood Orb Creator & 1.5x Wood ATK)
    At first you might be wondering how he got such a pretentious name. Then you look at him and realize he is no ordinary Robin Hood. In addition to having thighs that will squash you like a grape you see his skill, awakenings and stats. He may not have a standout stat but his stats are solid all the way around. His ability makes him a solid fit on any team. Do you like Freya's skill but don't want her on the team or want to do a SI with her? Than you don't need to use her. This guy can create 3 Wood orbs and boost Wood ATK by 1.5 which may be less than Freya but still solid enough to give any team a nice boost. He has two SBRs making it easier to max that out but also comes with a TE and two TPA. He may not have the haste most TPA teams love to have but how many TPA teams would turn this guy down? His Wood ATK boost is something most TPA teams have not had before so he is a welcome change for them.

    Solid sub all around.

    Dragon/Attacker
    HP: 3010 (4000 w/ +99)
    ATK: 2063 (2558 w/ +99)
    RCV: 233 (530 w/ +99)
    Active: Change all orbs to Wood, Light & Heart orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (10 min)
    Awakenings: :awakening1::awakening1::awakening4::awakening4::awakening16::awakening10:
    Cutting-Claw Green Dragonbound, Sylvie
    (Board Changer & Haste) :earth::light::heart:
    Sylvie is a solid board changer and can be used in conjuntion with cards like Michael for great combo potential. The cool down timer is longer than Michael's and most other board changers in this list but in fairness she is getting rid of Fire, Water and Dark orbs. Unlike MeiMei who creates 2 colors (Light and Dark) that are useless for most teams, Sylvie creates 2 colors that pretty much every team can use (Wood and Heart). The biggest downside to her active and actives like hers is that you have no idea how many of any 1 color will be created so you could end up with a board very heavy on Light orbs and low on Wood/Heart orbs.

    In addition to well rounded stats, Sylvie also has amazing awakenings with double rows, double TPAs, skill boost and time extend. The biggest weakness is the lack of defensive awakenings such as the ever popular SBR or bind resist. If they added bind resist to her she would be perfect for SI as her active is a bit situational and combo dependent.


    Devil/Attacker
    HP: 3635 (4625 w/ +99)
    ATK: 1815 (2310 w/ +99)
    RCV: 260 (557 w/ +99)
    Active: Wood & Dark attribute cards ATK x2 for 2 turns. Reduces cooldown of other skills by 1 turn.
    Cooldown: 13 Turns (9 min)
    Awakenings: :awakening1::awakening17::awakening1::awakening16::awakening4::awakening1::awakening28::awakening28:
    Awoken Freyja
    (Wood ATK x2 & Haste)
    Freyja is mostly a specialty artist in that her active can provide the boost needed to burn a high HP boss (such as Light Kali in Arena) where a team might not normally have the burst to do it without her. That being said, she is an extremely solid sub option that can fit on any team. Even on a TPA team she has bare minimum requirement. She has 3 rows making her great for Row teams and obviously this makes her great on Mix teams especially. She has the very rare awakening, Heart Orb Enhance so even though she lost some RCV with her Awoken form she still brings a nice boost to that area. Two SBRs makes her a welcome addition to any team especially with a higher than most cards HP rating.

    Whether you need her for bursting something big or just need a solid sub that can fit in on any team Freyja has your back. She may not be the best choice for most teams but she is a solid option for most. Would dare to even say she fits on any green team better than most. Not all but most.


    Balanced
    HP: 2515 (3505 w/ +99)
    ATK: 1405 (1900 w/ +99)
    RCV: 348 (645 w/ +99)
    Active: ATK 1.3x for 1 turn for every Wood and Dark row on the team.
    Cooldown: 19 Turns (14 min)
    Awakenings: :awakening6::awakening27::awakening27::awakening28::awakening16::awakening1:
    Jade Jewel Princess, Cameo
    (Wood ATK x1.3 for each Wood Row awakening)
    This might be up for debate especially since it will really depend on what your team is looking for most (unbindable vs all around option) but Cameo is inferior to Freyja in the awakenings department. Her active, however, is better. It only lasts one turn but it easily surpasses Freyja's 2x with just another sub with a row awakening on the team. So multiple subs with multiple row awakenings make Cameo the Burst Queen. She is also one of, if not the rarest monster in the PAD monster book so good luck getting her. Though if you have her, consider yourself extremely lucky! If you're not making a row team right now you need to slap yourself. Just sayin'!

    She's only below Freyja because of the rarity factor.


    God/Attacker
    HP: 2800 (3790 w/ +99)
    ATK: 1680 (2175 w/ +99)
    RCV: 604 (901 w/ +99)
    Active: Changes Fire, Jammer, Poison, Mortal Poison Orbs to Wood Orbs and 4 turns of Wood Counter Attack (x5).
    Cooldown: 11 Turns (7 min)
    Awakenings: :awakening16::awakening1::awakening16::awakening1::awakening1::awakening6::awakening6::awakening28:
    Awoken Astaroth
    (Board Cleaner & Wood Counter Attack (x5)) :fire: :block::skull: >>> :earth:
    Might be considered more of a situational sub for some people but between her active and her awakenings she definitely deserves a spot in the highly desired sub section. She is an unbindable board cleaner (removes Jammers and both types of poison orbs). Being unbindable also makes her a great choice for a SI that removes binds for the rest of your team. On top of that she changes Fire orbs to Wood orbs on a 7 turn CD which is not too bad. She also provides two SB and a SBR. One of the biggest reasons one might pick her for their team is the 3 Row boosts. She is one of few that provides 3 row boosts. While her active is not technically the best since in most dungeons you are only changing 1 color and its a fairly long CD for a 1 color orb change, her awakenings and stats more than make up for it. You can also combo her with other cards like Verdandi so her active does have potential outside of cleaning the board or simply getting Wood orbs from Fire orbs.

    The wood counter attack is whatever and what her original forms started with but the meta has pushed beyond that be useful so they gave her the board+fire orb clean. Went from forgotten to highly desirable.


    Dragon/Attacker
    HP: 3038 (4028 w/ +99)
    ATK: 1919 (2414 w/ +99)
    RCV: 274 (571 w/ +99)
    Active: Change all orbs to Wood & Water orbs. Reduces cooldown of other skills by 2 turns.
    Cooldown: 19 Turns (14 min)
    Awakenings: :awakening1::awakening4::awakening4::awakening6::awakening16::awakening16:
    Paradise Jade Dragon Caller, Sonia
    (Board Changer & Haste x2) :earth::water:
    Or should we call her Amazingly Rare Gonia? She is only available from the Beach Rare Gacha machine. Though if you have her, she is an amazing upgrade over regular Gonia. She does not have the OE the original does but at least she loses the useless dark row boost and picked up two TPAs. Would be nice if she had two Bind Resists instead of two Skill Boosts but as it stands her awakenings are still strong. Her active is great and pairs up beautifully with Parvati and the two turn haste is always welcome. She could be a very solid choice as a Sub-Boss removal specialty artist. Though she has lost her luster since she was first introduced and now seems to be more of a SI than a sub on most teams, but she is still a very solid sub choice.
    If you are not familiar with the term Gonia it means the Green version of Sonia.


    Dragon/Attacker
    HP: 3090 (4080 w/ +99)
    ATK: 1467 (1962 w/ +99)
    RCV: 368 (665 w/ +99)
    Active: Change right most column to Wood orbs.
    Cooldown: 9 Turns (4 min)
    Awakenings: :awakening3::awakening4::awakening10::awakening3::awakening4::awakening3::awakening3::awakening17:
    Soul-Judging God of Dark Riches, Osiris
    (Right Column to Wood orbs)
    The low CD timer of his ability is spam worthy and the OE and TPAs more than earn his place on any team though admittedly more so for TPA teams or teams that just need on-color combos like Kaede. His ability would really benefit from Haste being added to it - maybe a future Awoken form GungHo? He has been forgotten recently so adding haste would more than make him relevant again. That being said, he is still a very solid sub for almost any team (row team needing OEs, Mix team wanting the OE and TPA or obviously a straight out TPA team). Problem with skills like his though is that most of the green orbs on your board might be in that right-most column thus making it a tough/bad decision to use him when you normally would want to. For the most part it should not be a problem but might be more common than expected.

    His stats are well rounded even if no standouts. It is his awakenings that make him so attractive as a sub as 4 OEs just puts a smile on your face. Quality sub especially if you are running a Kaede or TPA team. This is a slight personal wish but if his yet to be decided Awoken form made him unbindable he would be great for a SI.


    Dragon/Attacker
    HP: 2025 (3015 w/ +99)
    ATK: 1933 (2428 w/ +99)
    RCV: 301 (598 w/ +99)
    Active: Change all orbs to Wood, Dark & Heart orbs. Reduces cooldown of other skills by 2 turns.
    Cooldown: 18 Turns (13 min)
    Awakenings: :awakening1::awakening28::awakening16::awakening1:
    Diligent Spy, Ishida Mitsunari
    (Board Changer & Haste x2) :earth::dark::heart:
    Sadly he is so low in HP. Only having 4 awakenings is another huge bummer. Rather standard on RCV despite being so low on HP so he is mostly just ATK when it comes to his stats. His active skill is sublime though and pairs up very well with Michael. It is his skill that keeps him in this category as it is one of if not the best possible full board changer you can get. Just keep those horrible stats in mind.

    Japan has two ultimate evolutions of him - 1) tiny boost to RCV (90) and ATK (150) but 4 row awakenings and 2) being a boost to HP by 500, 30 to RCV but only a single TPA added to awakenings.


    Situational Subs
    These subs can work on many team especially if you are trying to fill in that last spot ...or two but ideally you want the subs above far more than the subs listed here. Though sometimes these can fill in a niche role for a specific dungeon that might be lacking on your team normally.


    Dragon/Attacker
    HP: 2625 (3615 w/ +99)
    ATK: 1705 (2200 w/ +99)
    RCV: 353 (650 w/ +99)
    Active: Change Heart & Dark orbs to Wood orbs. Recover 30% of max HP.
    Cooldown: 15 Turns (10 min)
    Awakenings: :awakening1::awakening3::awakening26::awakening16::awakening4::awakening4::awakening4:
    Restrained Dragon Hero, Liu Bei
    Physical/Attacker
    HP: 4125 (5115 w/ +99)
    ATK: 1845 (2340 w/ +99)
    RCV: 103 (400 w/ +99)
    Active: Change Heart & Dark orbs to Wood orbs. Recover 20% of max HP. Bind recovery for 2 turns.
    Cooldown: 14 Turns (10 min)
    Awakenings: :awakening1::awakening3::awakening26::awakening16::awakening16::awakening27::awakening27::awakening1:
    Awoken Liu Bei
    (On-Orb Color Changer & Heart Breaker) :dark::heart: >>> :earth:
    Both are great options but this is where you have to choose whichever one best fits your team type. Triple TPA Liu Bei works better for hybrid teams that are trying to have a solid TPA core for damage outside of row bursts. Awoken Liu Bei brings an extra row to the table, making your row bursts stronger.

    If Liu Bei is more of a situational sub for you than Awoken Liu Bei may be the better option as he is unbindable, and has a two turn bind clear. But with the Skill Inherit (SI) system this is less of a concern as you can always just SI a bind clearer on one of your cards and there are better options than Liu Bei for SI.

    Restrained Liu Bei is better for RCV but that should not be a problem for most teams because green cards are usually pretty good on RCV. When it comes to stats Awoken wins due to the fairly large HP pool since most green cards do not start with HP in the 4k range. But again, deciding on the two will largely depend on whether you want to use him for TPA or for a large HP sub on a row team. Despite what was said above on Artemis, Liu Bei's active is not very synergistic with most green cards and therefore is not attractive for most teams.


    Physical/Dragon
    HP: 2213 (3203 w/ +99)
    ATK: 1659 (2154 w/ +99)
    RCV: 272 (569 w/ +99)
    Active: Randomly create 5 wood orbs.
    Cooldown: 10 Turns (5 min)
    Awakenings: :awakening1::awakening4::awakening4::awakening28::awakening16:
    Griffin Rider, Gilliam
    (Create 5 Wood orbs)
    A solid and almost spam worthy skill that works for any team. Awakenings can also fit on any team even if a bit light. The stats are the real killer for this guy though. Just like the first generation of Riders, heavy on ATK and light on everything else. In payment for his horrible stats, this swashbuckler packs a skill that Marine Rider Robin only wishes he had.

    If you have a solid team, especially high HP subs, than Gilliam is a solid choice if you need the last spot filled or simply want a sub that is a decent TPA choice. A good example would be if you are running a Kaede team and have 1-2 Kaede subs in addition to your leader. That said do not forget his RCV is low in addition to his HP. Make sure to keep your team's RCV in mind especially if your leader does not boost it.


    Dragon/Balanced
    HP: 3938 (4928 w/ +99)
    ATK: 1820 (2315 w/ +99)
    RCV: 425 (722 w/ +99)
    Active: Change all orbs to Wood & Dark orbs.
    Cooldown: 19 Turns (12 min)
    Awakenings: :awakening1::awakening3::awakening23::awakening6::awakening16::awakening16::awakening28::awakening10::awakening1:
    Past Life Jade Dragon Caller, Sonia "AKA Gonia"
    (Board Changer) :earth::dark:
    For the most part this sub section order is not in order but Gonia deserves to be ahead of MeiMei as her board overhaul is only two colors (Wood & Dark). This makes combo'ing a bit easier though at the same time you could end up with too much of one color - e.g. Dark. Combo with Liu Bei maybe to clear that? Gonia's ultimate evolution, gives her a bit more relevance, though she is still situational and not ideal.

    Her stats though are very impressive across the board and now she has a good toolkit of awakenings, including double rows, SBR, OE, skill boosts and a bind resist.


    Physical/Attacker
    HP: 4175 (5165 w/ +99)
    ATK: 1804 (2299 w/ +99)
    RCV: 106 (403 w/ +99)
    Active: Change all orbs to Wood, Light & Dark orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 13 Turns (9 min)
    Awakenings: :awakening3::awakening3::awakening4::awakening28::awakening4::awakening16::awakening16::awakening10:
    Awoken Meimei
    (Board Changer) :earth::light::dark:
    Meimei is a full board changer like Sylvie and the Gonias which means you are at the mercy of the RNG (random number generator) when it comes to how much you get of the color/s you want. For example you could end up with a lot of Wood orbs one turn and mostly Dark and Light orbs the next time you use her. Most of the time it will be a decent balance but the fact you get two useless colors and you are at the mercy of the RNG makes her active not very attractive. This means you will most likely have to pair her up, most likely Michael, for her active to be of any use to you. Because of this loose "requirement" she is not the most attractive sub but some people have found good success with her on their team so it is not worth overlooking her. The HP, the OE, and two TPA are the most attractive qualities about her.


    God/Dragon
    HP: 4075 (5065 w/ +99)
    ATK: 1509 (2004 w/ +99)
    RCV: 250 (547 w/ +99)
    Active: Change all orbs to Wood & Light orbs.
    Cooldown: 19 Turns (12 min)
    Awakenings: :awakening1::awakening1::awakening16::awakening16::awakening16::awakening28::awakening1:
    Guardian Dragon, Avalon Drake
    (Board Changer) :earth::light:
    The active falls in the same category as Gonia though a little less useful since Michael can at least turn the Dark orbs into Heart orbs for a full board of Wood and Heart orbs. With Drake it will just be a full board of green and he simply is not a good enough card to form a team around to say put a SI of Light to Heart on another sub to combo with. For Athena teams he is far more relevant but this makes him even more situational than Gonia. At max level, it boasts excellent HP, ok ATK and decent RCV. His awakenings are lacking diversity but three rows and three skill boosts is nothing to complain about and the SBR is always welcome. Overall, he is a solid board changer but very situational with most use going to Athena teams.


    Devil/Physical
    HP: 4035 (5025 w/ +99)
    ATK: 1619 (2114 w/ +99)
    RCV: 150 (447 w/ +99)
    Active: 30% damage reduction for 1 turn. Change all orbs to Fire, Wood & Dark orbs.
    Cooldown: 22 Turns (11 min)
    Awakenings: :awakening1::awakening12::awakening16::awakening16::awakening1:
    Cauchemar
    (Board Changer & Small Shield) :earth::fire::dark:
    If you are lacking the rare gacha machine subs than Cauchemar come can be useful depending on your team makeup and direction. Amazing HP and decent ATK but his RCV is meh. His awakenings are actually pretty decent which is amazing for a farmable board changer. His active is probably even better than Avalon Drake's since you can combo it for a more reliable board. You can combo it with Awoken Astaroth or farmable orb changer, ADKZ. With a little more work (aka Reincarnate ADKZ), it is possible to make a decent farmable team that can handle quite a bit of content. Other farmables worth looking at are Wild Flowerdragon, Howling Brachys, 5 Mech Dragon Canopus, Almighty Awoken Zeus-Dios, and Wolf Hero, Ignis Cu Chulainn.


    Machine/Dragon
    HP: 3339 (4429 w/ +99)
    ATK: 1246 (1741 w/ +99)
    RCV: 205 (502 w/ +99)
    Active: Change top-most row into Wood orbs. Reduces cooldown of other skills by 1 turn.
    Cooldown: 13 Turns (8 min)
    Awakenings: :awakening27::awakening27::awakening16::awakening1::awakening1::awakening6:
    Gale CyberDragon, Alnair
    (Top 2 Rows > Wood Orbs & Haste)
    Alnair is a pretty decent sub though his orb changing may not always give more orbs than other options and might not be a great option especially if most of the Wood orbs on the board are currently in the top two rows. He needs a shorter cool down timer to be a bit more relevant but the haste on his active makes him worth a solid look. Also you can easily seperate those top 2 rows for a good 2 row burst or even create columns of TPA. While obviously more row focused you could stick him in on a TPA team if you want to stick an unbindable green orb creater with haste on your team since haste goes really well with most TPA teams. He does have potential to chain with others who create Wood orbs and haste everyone else. Again, situational.


    Dragon/God
    HP: 3300 (4290 w/ +99)
    ATK: 1618 (2113 w/ +99)
    RCV: 316 (613 w/ +99)
    Active: Change Light orbs to Wood orbs, Heart orbs to Light orbs.
    Cooldown: 12 Turns (7 min)
    Awakenings: :awakening1::awakening4::awakening16::awakening28::awakening27::awakening27::awakening4:
    Shinra Dragon God Saiga Another
    (On-Color Orb Changer & Heart Changer) :light: >>> :earth: :misc10: :heart: >>> :light:
    Extremely situational and most likely you would only use Saiga in a combo with someone else like Avalon Drake, MeiMei, etc.. Dare to say he is mostly useful for being unbindable, having double TPA, 1 Row boost, a skill boost and SBR. He does target an orb most teams try to get rid of, light. There are definitely better options for removing light. Also he is a heartbreaker, which most people will already not like and his combo potential is far less than Artemis. Only available from the very rare gacha collab machine.


    Balanced/Dragon
    HP: 2859 (3849 w/ +99)
    ATK: 1328 (1823 w/ +99)
    RCV: 324 (621 w/ +99)
    Active: Delay 1 turn to all enemies. Enhance Wood orbs.
    Cooldown: 15 Turns (11 min)
    Awakenings: :awakening16::awakening3::awakening4:
    My Melody & Brachys
    (Enhance All Wood Orbs & 1 Turn Delay)
    Only available from the Hello Kitty Collab rare gacha machine. Melody & Brachys is one of the better wood orb enhance options especially with the 1 turn delay that can come in useful on bosses that don't block that but have the Revive badge on them. The awakenings are clearly the weak point as there are only 3 and the ATK rating is low. With so many cards providing this ability My Melody is dwindling into obscurity at this point, but she is still an option for those who have her yet limited by their green sub pool.


    Dragon
    HP: 3140 (4130 w/ +99)
    ATK: 1359 (1854 w/ +99)
    RCV: 243 (540 w/ +99)
    Active: Delay 1 turn to all enemies. Enhance Wood orbs.
    Cooldown: 16 Turns (8 min)
    Awakenings: :awakening1::awakening26::awakening16:
    ForestBahn
    (Enhance All Wood Orbs & 1 Turn Delay)
    Pretty much like My Melody but better since 3 less turns to charge. My Melody probably has better awakenings that can fit on any team but row and skill boost are good enough. Not entirely sold he is worth investing in but the possible 8 turn CD makes him one of those most reusable options in this category.


    Attacker/Dragon
    HP: 2229 (3901 w/ +99)
    ATK: 1611 (2106 w/ +99)
    RCV: 110 (407 w/ +99)
    Active: Recover 25% of max HP. Enhance Wood & Light orbs.
    Cooldown: 20 Turns (8 min)
    Awakenings: :awakening3::awakening16::awakening4:
    Mighty Dragon General, Zhao Yun
    (Enhance All Wood Orbs & Small HP Recovery)
    As a huge fan of the mythos and Zhao Yun in particular, would love to say he is must have for any team. But stats are horrible, awakenings are bad and active is only useful for the more obscure teams. Suppose if you are trying to fill in an All Attack mono-green team and you have no better option for a Green/Light card than his orb enhance is decent. Outside of that, maybe on a GGY team?


    Dragon/God
    HP: 4326 (5316 w/ +99)
    ATK: 1602 (2097 w/ +99)
    RCV: 179 (476 w/ +99)
    Active: Deal 30000 Wood damage to all enemies. Enhance Wood orbs.
    Cooldown: 20 Turns (5 min)
    Awakenings: :awakening1::awakening16::awakening4::awakening12:
    5 Mechdragon Fusion, God Canopus
    (Enhance All Wood Orbs & 30k Dmg to All Enemies)
    Canopus was once the go-to farmable enhance option and definitely better than Griffin ever was but lost some of his appeal over time. His stats are pretty good and his awakenings are the best of orb power up crowd - 1 row, 1 TPA, and 1 skill boost. If his active delayed 1 turn he would be a better option than he is right now. In fairness, his 5 CD makes him insanely reusable, but how often do you really need an active like this? Though if you need a good farmable option, Canopus falls in that category even if you have to spend gold to get mech dragons these days.


    Dragon/Balanced
    HP: 3804 (4794 w/ +99)
    ATK: 1301 (1796 w/ +99)
    RCV: 301 (598 w/ +99)
    Active: Changes Water to Heal, Light to Mortal Poison. Balanced & Dragon type cards ATK x2 for 1 turn.
    Cooldown: 21 Turns (6 min)
    Awakenings: :awakening1::awakening23::awakening16::awakening16::awakening23::awakening1:
    Rainbow Wing Whirlwind Dragon Emperor, Sevenzard
    (Heart Maker & Poison Maker) :water: >>> :heart: :misc10: :light: >>> :skull:
    Sevenzard is a decent damage enhancer. His awakenings are solid, with double rows and double skill boosts, and his stats are pretty decent all-around with more emphasis on HP. His active is very situational and absolutely must be combo'd with something else to be of any use. He is farmable so it's worth a mention.

    You may want to consider the utility subs down below before considering this guy.


    Utility Subs
    These are subs that generally can be used for any team but fill a specific purpose. Typically you only want to include these guys to fill that need but some can also fill a hole if you just need another green sub.


    Physical/Dragon
    HP: 3624 (4614 w/ +99)
    ATK: 1524 (2019 w/ +99)
    RCV: 252 (549 w/ +99)
    Active: Void enemy DEF by 1 turn and Reduces Damage Received by 50% for 1 turn.
    Cooldown: 16 Turns (11 min)
    Awakenings: :awakening16::awakening16::awakening28::monster5::monster1:
    Steel Wand Mech Dragon God, Balboa
    (Void Enemy Def and 50% Shield)
    Extremely strong utility sub out the gate even before receiving an ultimate evolution. His stats are solid all around so whomever you replace to use him in a specific dungeon you most likely will not feel the stat hit too much unless it is a high 4-5k HP monster. His active is both a shield for your team and an enemy shield destroyer. The obvious choice is using him in dungeons where there is a PreDra floor that have a 10M shield and hit for 8k+ each. You will definitely want to skill him up even though he provides two Skill Boosts as 16 turns is painful for tough dungeons where you are trying to burn each floor as fast as possible.

    Since so many dungeons these days have PreDra floors and he also provides a 1-turn 50% shield he earns the Top Utility sub spot. It is one thing to inherit a PreDra kill skill on one of your subs but this guy provides two skills in one. So use him for a specific dungeon, use him as a Skill Inherit or use him as one of the very few solid G/W choices on an All Attack dungeon.


    Physical/Dragon
    HP: 4370 (5360 w/ +99)
    ATK: 1386 (1881 w/ +99)
    RCV: 298 (595 w/ +99)
    Active: 50% damage reduction for 3 turns. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (11 min)
    Awakenings: :awakening3::awakening4::awakening27::awakening27::awakening16::awakening16::awakening4::awakening10:
    Awoken Susano no Mikoto
    (50% Shield & Haste)
    Awoken Susano is the best shield available to a green deck. The 11 CD, while not easily reusable is not bad. He has the same reduction as Asgard but Susano also has haste ...oh and better all around stats, and better awakenings. But he is from the rare gacha machine so that make sense. He has solid awakenings being unbindable (great for someone needing to shield the team), double TPA, double skill boost, OE, and a time extend for just in case. While he has no rows, his double TPA gives him some offensive use for pretty much any team. Overall, an amazing utility sub in every aspect. Even if you're just looking for a solid sub to fill that last slot he is a good choice though admittingly most people use him purely for his shield in very tough dungeons like Arena.


    Physical
    HP: 5088 (6078 w/ +99)
    ATK: 1007 (1502 w/ +99)
    RCV: 108 (405 w/ +99)
    Active: 50% damage reduction for 3 turns.
    Cooldown: 20 Turns (15 min)
    Awakenings: :awakening27::awakening27::awakening16::awakening3:
    Green Mech General, Viz Asgard
    (50% Shield)
    Poor man's Susano. That said he is farmable and is actually pretty good for a farmable. One of the few cards over 5k HP. He makes up for that by seriously lacking in ATK and RCV though so there is that! He only has a few awakenings but he is unbindable, which is what you want for your shielder. He won't be picked for his OE or Skill Boost but they are definitely nice additions. Sadly his active has a really long CD but with so many cards having Skill Boost and the chances you will need his active more than once in a dungeon is exceedingly rare. His skill can farmed with the Tuesday dungeon so that is a huge bonus, especially to early game teams who need something useable quickly. He gets the job done.


    God/Physical
    HP: 3893 (4883 w/ +99)
    ATK: 1448 (1943 w/ +99)
    RCV: 55 (352 w/ +99)
    Active: Recover 25% of max HP. Increase skyfall chance of Wood & Heart orbs by 10% for 4 turns.
    Cooldown: 18 Turns (8 min)
    Awakenings: :awakening1::awakening16::awakening28:
    Awoken Yamatsumi
    (Weaker Wood Skyfall & Small HP Recovery)
    Yamatsumi is an interesting farmable option. His awakenings are good for a farmable sub even though there are only 3 of them. Will take some work to skill-up but at least his dungeon is fairly easy and if you do skill him up his active works as a short cd heal that gets you back in range if necessary while also increasing wood and heart skyfall. If you are just starting in this game and have a Green/Heart lead like Parvati, Kaede or something similar and need a farmable option for a sub than consider Yamatsumi. His Wood Skyfall percentage increase is smaller than other skyfall buffs, 10% as opposed to 15%, but that should be expected since he is farmable. Great farmable sub but keep the low RCV in mind when creating your team. You don't want too many low RCV subs and sadly most farmable options are low in RCV.


    God/Dragon
    HP: 3600 (4590 w/ +99)
    ATK: 1100 (1595 w/ +99)
    RCV: 900 (1197 w/ +99)
    Active: Recover 50% of max HP. Full bind recovery. Reduces cooldown of other skills by 1 turn.
    Cooldown: 15 Turns (10 min)
    Awakenings: :awakening27::awakening27::awakening16::awakening12::awakening12::awakening12::awakening12::awakening12::awakening12:
    Light Lance God, Odin Dragon
    (Recover HP by 50% and Full Bind Recovery & Haste)
    Green got the short end of the stick on Odin dragons. He is definitely not worth the 300k MP in case you were wondering. While his active is amazing by itself, Odin Dragon is bad overall and you can't even Skill Inherit his skill on someone else. Lame! His RCV is king and HP are actually really good. Those awakenings though. Oh the horror. Teams that relied on very high defense and very high auto-recovery are not only far and away outdated they are used by early to the game people, not by people who can afford a 300MP monster. Ya the CD is short and the active can be very useful but it's also very situational especially now that there is Skill Inherit with plenty of options (fairy tale girls like Red Riding Hood and Cinderella, Ohkami, Sakuya and Light Metatron). Even if they made it so you could SI an MP sold monster onto a base monster it would still be a very tough sell for this guy since 300 MP is not easy to come by for most people. People farming high end dungeons for MP don't need this guide and will know if its worth their MP or not.

    Just say no!


    SEE NEXT POST FOR ... TBD
     
    Last edited: Sep 21, 2016
  4. Niteblooded

    Niteblooded Well-Known Member

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    ...

    TBD - PART I

    To be updated as necessary.


    SEE NEXT POST FOR ... TBD
     
    Last edited: Aug 25, 2016
  5. Niteblooded

    Niteblooded Well-Known Member

    Messages:
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    ...

    TBD - PART I

    To be updated as necessary.


    SEE NEXT POST FOR ... TBD
     
    Last edited: Aug 25, 2016
  6. Niteblooded

    Niteblooded Well-Known Member

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    RE: Mono-Green Team Appreciation Thread

    _________________
    MONO-GREEN TEAM LEADERS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


    Meet the Leaders
    (alphabetical order)


    Traditional Mono-Green Leaders:

    - Artemis
    - Flowerdragon Gaia Prachys (FGP)
    - Freyja
    - Noel Dragon Vert
    - Parvati
    - Wood Dominion Michael

    Non-Mono-Green Additional Leaders:

    - Awoken Odin
    - Wind Archdemon Astaroth
    - Love Deity Feline Bastet


    Artemis
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 725
    • ATK: 943
    • RCV: 95
    • HP: 1740
    • ATK: 1415
    • RCV: 171
    [/table]
    Greek God (a.k.a. Greek 2.0)
    Leader Skill: 2x HP, 2x ATK (for Wood Allies)
    Active Ability: Double Attack-Stance: Changes Fire & Heart orbs to Wood orbs
    Ability Timer: 16 Turns (must feed same monster to get skill-ups at this time)
    If you landed an Artemis, consider yourself very lucky! Right now the most popular configuration is the 2xHP, 4xATK, 2xRCV group (if you read Sederien's guide than I'm preaching to the choir here). Since the "2/4/2" group is the most popular Mono-RGB group right now, you will not have any problems finding friends. You will work best with Freyja or Flowerdragon Gaia Prachys friends. Another friend you will work great with is Parvati. While you won't have that sexy 4x to ATK, you will have 3xHP 3xATK and 1.5xRCV. The HP boost is extremely nice for a Greek/Indian combo as it can be the difference between a 25k HP team and a 40k HP team. Not to mention both Parvati and Artemis have the two highest ATK ratings so you are assured of two monsters hitting extremely high. Look at your green team members and I think you will be surprised how few have as high of an ATK rating. Artemis also has an extremely useful ability where she changes Fire and Heal orbs into Green orbs. So essentially she is a Highlander and ADK in one. Which means you can pop Artemis' skill and still have your Highlander and ADK's ability when your ready to use them. It's an awesome ability even if it is doubling up. Because of this ability, Artemis is the one leader I would say it would be ok to form a green team even without a Highlander sub.

    Does she make a good sub?
    In short - No. Her stats are the worst of all the Gods and 2nd to worst of all green monsters. If you are thinking of using her as a sub than that means you have either a Parvati or Freyja as well. If that is the case than use Artemis as your leader and either Parvati and/or Freyja as a sub.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Needed for a 2xHP, 4xATK, 2xRCV group and no replacements
    • Awesome with Parvati for safer group
    • Awesome ability
    • Should be easy to gain friends / PAL Points
    • Highest ATK of all the gods
    • Lowest RCV of all the gods
    • Lowest on HP too
    • Don't pair up with Sylph
    • Lowest stats of all gods
    [/table]



    Flowerdragon Gaia Prachys (FGP)
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 812
    • ATK: 418
    • RCV: 126
    • HP: 2228
    • ATK: 1131
    • RCV: 286
    [/table]
    Ultimate Evolved Starter Dragon
    Leader Skill: 2x ATK, 2x RCV (for Wood Allies)
    Active Ability: Gaia Breath: 20x FGP's ATK
    Ability Timer: 30 Turns (Flower Chimeras, Isle Dragon Yggdrasil, Fafnir and Jelly's Angel can be used to skill her up)
    One of the weakest of all the leaders, but still a viable leader none the less! I'm gonna call her FGP because her name is just so damn long. FGP is pretty much a Freyja wannabe. Which is both good and bad. It means anyone can form a Green Team if they have the subs (do not consider it unless you have at least a Highlander and possibly an ADK) and the desire. While FGP is the weakest leader, don't feel too bad if you have to use her. FGP's stats are actually only slightly less than Freyja's on HP and ATK. Only 84 points less on Attack than Freyja and 207 points less on Hit Points, so the only big hit is on RCV (274). Another strong point in favor of FGP over Freyja is that it takes 4 Million (4M) experience points (XP) to take a level 1 evolved Freyja to level 99, but it only takes 1.5M xp to take FGP from level 1 to 99. So a FGP user will see max stats much sooner than a Freyja user. FGP does have the lamest skill though, and it has no synergy with the team as a whole. The hardest part will be convincing other mono-green team users into taking you as their friend. You will probably want to stick with Artemis and Parvati friends for better survivability even though you can make do with Elemental friends. The problem is Elementals have such horrible stats that I wouldn't count on them for harder dungeons despite the bonus (2.5xHP, 2xATK, 2xRCV) the combo would provide.

    Does she make a good sub?
    In short - No. Her stats aren't great and her ability is meh at best. If you are thinking of using her as a sub than you are really hurting for possible subs. I recommend looking at the Farmable Subs section and farm either a Wood Mech Warrior Asgard, a Wind Mechdragon Canopus or a Graviton Earth Dragon.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Lowest amount of XP needed to reach max stats
    • Anyone can obtain her
    • Dual Wood Attack (2nd strike hits for 10% of ATK)
    • Ok ability if your enemy is weak to wood
    • Weakest Leader
    • Her starting stats are bad, level quick
    • Will be harder to gain needed friends
    • It's 30 turns for the weakest leader ability
    [/table]



    Freyja
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table] [table cellspacing=10 cellpadding=0 ] Level 1 Stats Level 99 Stats
    • HP: 974
    • ATK: 810
    • RCV: 340
    • HP: 2435
    • ATK: 1215
    • RCV: 560
    [/table] Norse God
    Leader Skill: 2x ATK, 2x RCV (for Wood Allies (+ Healer Types for busty evolution only))
    Active Ability: Earth Enhancement: Each Wood Orb is multiplied by 1.5x in a combo
    Ability Timer: 17 Turns (must feed same monster to get skill-ups at this time)
    Freyja is a key piece of one of the most sought after 5.0 release teams - a 2xHP, 4xATK, 2xRCV team. Release 5.0 made Freyja take two big steps forward in that regard. Unlike Artemis, Freyja can be replaced. Though Freyja's ability alone makes her more attractive to Artemis users than FGP users. Her ability amplifies each green orb by 1.5x damage in one attack allowing you to launch one hard hitting attack. It will be more beneficial to string as many seperate combos in that 1 attack than turning the whole field green. If you use the attack properly you can use it to effectively 1 shot (aka OHKO) many bosses. Freyja's busty/ultimate evolution gives her an additional 50 RCV at max level and extends her leadership ability to Healer Types in addition to Green Allies since she gains the Healer Type classification when she is Ultimate Evolved. She also gains a green sub-element which means she will attack with 100% of her ATK rating as well as 10% of her ATK rating as a separate additional attack. This sub-element is also boosted by leadership abilities. Some people like to add the 10% additional attack to the base ATK rating to say her ATK rating goes up an additional 121 but keep in mind this is a separate attack so it doesn't raise her max attack potential. Don't get me wrong it is a very nice perk to an already very strong monster but that little misnomer makes me twitch every time I see someone say that. There is a huge difference between max attack increase and an additional attack. With Freyja getting the sub-type Healer means her leadership skill applies to all monsters with a Healer type or sub-type. What this means is that in addition to leading Mono-Green Teams she can lead a Healer Girl Team like a Valkyrie can. Though the Valkyrie Team will still be stronger at 6.25 ATK instead of 4x ATK, 4x RCV (Freyja + Freyja) or 5x ATK, 2x RCV (Freyja + Valkyrie). It sacrifices ATK but still keeps the main weakness - low on HP. The one advantage Freyja can offer is a Hybrid Team. Since she can boost Greenies as well you can put powerful subs to boost HP and ATK (like Wind Mechdragon Canopus) or a sub to just fill in HP (Asgard). So if you want to play around with a hybrid team to add some utility you can form a team like Freyja+Freyja with subs: Valkyrie, Echidna, Lilith/Echidna, Susano/Parvati. It won't change the game for you but it will allow you to play around with different team compositions and flexbility can be fun. Does she make a good sub? In short - Yes. Great stats and an ability that has the potential to One-Hit Knock Out (OHKO) a boss. [table cellspacing=2 cellpadding=0 ] Strengths: Weaknesses:
    • Part of the vaunted 2xHP, 4xATK, 2xRCV Team
    • Well rounded stats despite the high RCV
    • Highest RCV of all the leaders
    • Ability has OHKO potential
    • Can lead Healer/Hybrid Teams
    • Dual Wood Attack (2nd strike hits for 10% of ATK)
    • Replaceable with FGP
    • Her ability takes 17 turns to charge
    • Skill ups can only be done with another Freyja
    [/table] Noel Dragon Vert ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [table cellspacing=3 cellpadding=3 ] [​IMG] [/table] [table cellspacing=10 cellpadding=0 ] Level 1 Stats Level 99 Stats
    • HP: 777
    • ATK: 500
    • RCV: 100
    • HP: 1225
    • ATK: 918
    • RCV: 220
    [/table] Nicknames: (Green) Noel Dragon / Easter Dragon
    Leader Skill: 2x HP, 2x RCV (for Wood Allies)
    Active Ability: Plant Gift: Wood Attack of 30x Noel's ATK
    Ability Timer: 13 Turns (MAX already)
    The famous Noel Dragon. The Green Noel Dragon isn't desired for any specific Descended dungeons which means he has two primary uses. The first being he is the best XP material we have ever gotten, and secondly he makes a mono-green leader in a pinch. Being that he is designated as evolve material, once he is max level (50) he provides 1.5 MILLION XP to any green monster you wish. If you are using Noel as a leader it is usually because one of two reasons. First is that he is your only Mono-Green Team Lead so you have no other choice. The second is you prefer a safer grind it out approach where you don't care how long it takes to beat a dungeon as long as you do so. Noel can help accomplish this with extremely high HP and high RCV. Defensive subs like Susano/Asgard and Ceres will probably be popular choices for those who like this playstyle. Though there are also high ATK subs that also have high HP like Wind Mechdragon Canopus. His stats are pretty bad and his leadership abilities are pretty niche (look for other Noel Dragon users as well as Wood Dominion Michael Users) so it will be hard for the other leaders to decide they want you as a friend if they are already hurting for friend space. If you like this style of play look for other people on the forums who also prefer this style as they are your best bet for gaining the friends you want. Not just because they are more likely to accept your friend request but because they will also keep their Noel/Michael up more than their other leaders. So far his dungeon was only available one time for US PAD gamers - 2013 Easter Sunday. If his dungeon reappears keep in mind you have to wait to see what the Present Box says before you know which RGB color drops. Follow the forums as people will inform the forum which phrase matches the color. Does he make a good sub? In short - no. His ability has no synergy for Mono-Green Teams and his stats are the lowest of any usable green monster. [table cellspacing=2 cellpadding=0 ] Strengths: Weaknesses:
    • Works in a pinch if lacking a green team leader
    • When Max Level he provides 1.5M XP to a green monster
    • Leader ability allows for a slow grind group
    • Worst stats
    • Will be hard to make friends
    • Limited time dungeon to obtain
    [/table] Parvati ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [table cellspacing=3 cellpadding=3 ] [​IMG] [/table] [table cellspacing=10 cellpadding=0 ] Level 1 Stats Level 99 Stats
    • HP: 1306
    • ATK: 904
    • RCV: 295
    • HP: 2743
    • ATK: 1356
    • RCV: 443
    [/table] Indian God
    Leader Skill: 1.5x HP, 1.5x ATK, 1.5x RCV (for Wood Allies)
    Active Ability: Spirit of Gaia: Change Water Orbs to Heal Orbs
    Ability Timer: 11 Turns (May use Toytops (aka Toyceratops / Fortoytops) for skill-ups but REM only)
    Many Mono-Green users consider Parvati to be the best monster for Team Green. While she can't be a part of the 2xHP, 4xATK, 2xRCV team everyone is going for these days she makes up for it in versatility. A 2xHP, 4xATK, 2xRCV team will still be relying on brute force in order to clear some dungeons. Parvati can make a dungeon less scary with a safety net of HP. While Freyja's focus is on RCV, Parvati's stats focus more on ATK. She also offers the most HP before multipliers even kick in. If you pair up Freyja and Artemis they will have a combined HP pool of 8350 after multipliers kick in. If you pair up Parvati and Artemis they will have a HP pool of 13449. That is just taking two monster cards into account so you can see how the HP pool of a Greek/Indian God Team is. Despite focusing on ATK Parvati actually has decent RCV too, only behind Freyja for viable leaders. While she can't boost up the ATK multiplier as high it should be noted that her base ATK is second only to Artemis so both of them combined are the two hardest hitting Green Team Leads you can have. So if you have a Parvati make friends with as many Artemis friends as you can. I can tell you from personal experience that Artemis is my favorite friend helper ...I'm blowing through content like crazy with this pair. Parvati is extremely versatile so she pairs up nicely with any of the leaders thanks to her well rounded stats and leadership ability. Does she make a good sub? In short - yes. Her stats are insanely awesome and she has an extremely useful ability to generate more heart orbs for the team. In a way, she is the like Green Team's version of a Siren but much harder to skill-up at this time (Toytops or another Parvati). She is also highly desired on Egyptian God Teams for this very reason, so not only is there a good reason to include her there is a good reason to level her up to 99 even if she isn't your leader. She is the only monster for her color that can change the off color orb (i.e. different than a Mystic Knight) into Heart orbs and possess the stats of a God. No other color has a similar monster. (Thanks to Filthy Monkey for pointing this out) If it is a decision between her and Sasuke I would choose Parvati every time. [table cellspacing=2 cellpadding=0 ] Strengths: Weaknesses:
    • Highest HP
    • Well rounded stats
    • Well rounded leadership ability
    • Ability to change water orbs into heal orbs is very useful
    • Plays well with any leader
    • Greek/Indian God combo (3x, 3x, 1.5x) is underrated
    • Everyone wants a 2xHP, 4xATK, 2xRCV team
    [/table] Wood Dominion Michael ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [table cellspacing=3 cellpadding=3 ] [​IMG] [/table] [table cellspacing=10 cellpadding=0 ] Level 1 Stats Level 99 Stats
    • HP: 968
    • ATK: 646
    • RCV: 407
    • HP: 2420
    • ATK: 1119
    • RCV: 611
    [/table] Nicknames: Wood Angel
    Leader Skill: 2x HP, 2x RCV (for Wood Attribute Monsters)
    Active Ability: Light & Dark Orbs Change: Light Orbs >> Wood Orbs & Dark Orbs >> Heart Orbs
    Ability Timer: 13 Turns (must feed same monster to get skill-ups at this time)
    Now we have a monster that can do something with those useless Yellow and Purple orbs - Oorah! Not only that but it is on a god type body so we get decent stats with it. So another orb changer is definitely a valuable asset. The other nice thing about this guy is he makes a good leader. A situational leader but a leader none the less. If you don't mind a slow grind it out type of playstyle as long as you stay safe than Michael might be for you. He is essentially a beefed up Noel. If you get Archangel Michael and have a green Noel Dragon feel free to feed your max level Noel Dragon for 1.5 million XP to your favorite green monster. Thanks go to JohnnyC for the insider info before 5.1 released to the United States since I cannot read Japanese/Chinese ...nor can my computer. Wood Dominion Michael's ability makes for two really nice synergistic attacks. You can either use his ability before anyone else to create more green orbs for the combo or you can use his ability last to attack and heal at the same time. Does he make a good sub? In short - oh hell yeah. If you do not want to use him as a leader he still makes a great sub. He has godly stats and he is the only wood based monster in the 5.1 release of the game that gets rid of those annoying purple and yellow orbs for a Mono-Green Team. If you want an orb changing team than he should be high on your wish list. He isn't needed but he definitely makes for a good sub. Check out the Tips & Tricks section on how best to use this guy with your team. [table cellspacing=2 cellpadding=0 ] Strengths: Weaknesses:
    • Only wood based monster that can change Light/Dark orbs
    • Replaces Noel Dragon with God Stats
    • High RCV
    • Overall decent stats (comparison Ceres)
    • Only available through the REM
    • High overall stats but mediocre HP and ATK
    [/table] Additional Leaders Awoken Odin ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [table cellspacing=3 cellpadding=3 ] [​IMG] [/table] [table cellspacing=10 cellpadding=0 ] Level 1 Stats Level 99 Stats
    • HP: 1886
    • ATK: 887
    • RCV: 259
    • HP: 4149
    • ATK: 1153
    • RCV: 518
    [/table] Nicknames: Godin (might become his official name)
    Leader Skill: Reduce 80% All Damage (when HP is full)
    Active Ability: Gungnir: Inflict 20x Odin's ATK in Light Attribute attack to one enemy
    Ability Timer: 17 Turns (must feed same monster to get skill-ups at this time)
    One of the best, just not a Mono-Green Team lead. Pair him up with Amaterasu and they are like a brick wall because he stops 80% damage (regardless of element) and Amaterasu's auto-heal is usually enough (if she is high level) to heal back the 20% damage just from a single orb combo. You can also pair up with him if you are running Artemis, Freyja or Parvati ...or vice versa if you are the one running Odin. Even though it is not in the true spirit of a Mono-Green Team, Odin will still get the stat multipliers and you gain the advantage of 80% damage reduction. Though you will be on your own to heal back up using heart orbs so make sure to remember that part. But that combo can make dungeons with hard hitting monsters (like the Rainbow Keeper) seem so easy its ridiculous. It will be a lot slower if you go this route though. Keep in mind if you pick him as your lead or as your friend your biggest weakness will be multiple attacks in the same wave because his leadership skill only works when at 100% health. So if you are going up against a wave of demons that all attack on the same wave make sure you have enough HP to absorb their attack and/or have the fire power to take them all out or leave one standing. If they have high DEF like Masks and Dublits than to target the ones on the same timer first. This leader combo isn't invincible even against one enemy as the game realized the Odin/Ama combo is super popular so they came up with counter measure so bosses like Zeus do multiple attacks in the same round to beat the Odin team. One thing to keep in mind while you do your calculations if you can absorb multiple blows with your HP is that the the first blow will be reduced to 20% damage but all subsequent attacks will hit for 100% damage. Does he make a good sub? In short - just ok. Many want to know about Odin. This question comes up so frequently because he is such a great God to have, but how does he stack up as a sub? Well he is by the very definition a stat stick. His ability provides zero synergy to a Mono-Green Team, but his stats are literally the most cumulative stats you can get. Granted most of his stats are concentrated on RCV and HP and not so much on ATK, but it makes him a very well rounded stat stick. Since his ability does not provide any synergy to the team he is not recommended sub, especially since the ability isn't exactly over powering either. Though it will be getting an upgrade in v5.2 in which is does 50x damage to one target. It's great when you are farming the RK or some other dark monster with a ton of HP. The biggest problem with Odin is the amount of XP investment, evo mats and his obscenely high Team Cost (50 in evolved form). So if you are hurting for subs you can make do with cheaper stat sticks (GED for example, or Asgard) that also provide better abilities. If you are high ranking and you just now got the pieces together to form a Mono-Green Team, which means you can absorb his high team cost no problem, and you are hurting for subs he is a good sub. I would look to farm a Wind Mechdragon Canopus as a replacement though ...unless you are hurting for RCV. He makes an awesome leader in his own right so dumping XP into him isn't a waste. A Odin/Ama Team is very powerful and can take down many high level dungeons. It will be a slow grinding group but its solid and a great option. [table cellspacing=2 cellpadding=0 ] Strengths: Weaknesses:
    • Awesome leader in his own right
    • Pair up with a Mono-Green for tough dungeons
    • Awesome HP
    • Great RCV
    • Best overall stats
    • Team Cost is high (50pts)
    • Ability is not synergistic
    • Only available from the REM during godfests
    [/table] Wind Archdemon Astaroth ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [table cellspacing=3 cellpadding=3 ] [​IMG] [/table] [table cellspacing=10 cellpadding=0 ] Level 1 Stats Level 99 Stats
    • HP: 1000
    • ATK: 720
    • RCV: 376
    • HP: 2500
    • ATK: 1180
    • RCV: 564
    [/table] Nicknames: Wood Demon
    Leader Skill: 2x HP, 2x RCV (for Devil type Allies)
    Active Ability: 3x counter incomming source damage (lasts 5 Turns)
    Ability Timer: 20 Turns (must feed same monster to get skill-ups at this time)
    I am making an exception with Astaroth. As you can see from her leader skill she is not a Mono-Green Team Lead (this is the exception part). She does however make a good Devil Lead and since there really isn't a guide for monsters that fall into this category I will at least discuss her since she falls on our turf. Astaroth is used with another Astaroth friend for what is called a Devil Counter Attack Team. Since her leadership skill is 2xHP and 2xRCV she also pairs up nicely with Seraphim of Dawn Lucifer. For the Devil Counter Attack Team you build a team that loads up on HP and RCV and let the enemy kill themselves attacking you. The counter attack will not work if you lose all your HP, unlike the Light & Dark Golems who still trigger their counter attacks. The subs for these counter attack teams are typically Hera / Hera-Is and Hades. You probably aren't going to use a Counter Attack Team on an easy dungeon so gravity bombs help whittle away the tougher bosses. Other possible subs are the Greek Gods that can sub in Dark like Neptune, Minerva, and Ceres. Other possibles are Loki with his busty evolution, Duke Vampire Lord and Drawn Joker if you need a heart generator. The Japanese players that use these teams typically max skill their Astaroth and pair up with friends also max skilled since the minimum cool down timer is 10 Turns. Since the ability lasts 5 turns you can essentially be counter attacking every turn when both your Astaroth and your friend's Astaroth are max skilled. Prior to version 5.1 releasing the popular team combos included (though not limited to): Odin/Ama, Zombie, Mono-Color Teams, and Glass Cannon Teams (Zeus, Egyptian God Teams, ADK). Now we have Demon Teams (Lucifer) and Demon Counter Attack Teams (Astaroth, Baal, etc.). More options are always better! Thanks go to JohnnyC for the insider info before 5.1 released to the United States since I cannot read Japanese/Chinese ...nor can my computer. Does she make a good sub? In short - situationally! The counter attack can be useful but its not really a reason to put her on the team. It's really no different than Anubis for Mono-Dark Teams. They usually put Anubis on their teams for his stats and not so much his ability. She can have some uses in specific dungeons. If you are going in on a dungeon where the boss hits hard and you know you can survive the hits with a typical Mono-Green Team a counter attack ability could be a nice touch. Though with so many useful subs out there I cannot really say she makes a great sub. She is more of a leader than a sub. [table cellspacing=2 cellpadding=0 ] Strengths: Weaknesses:
    • Awesome leader in her own right
    • Offers new team perspective (Devil Counter Attack Team)
    • Fun ability
    • Only available from the REM
    • High overall stats but mediocre HP and ATK
    [/table] Love Deity Feline Bastet ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [table cellspacing=3 cellpadding=3 ] [​IMG] [/table] [table cellspacing=10 cellpadding=0 ] Level 1 Stats Level 99 Stats
    • HP: 1204
    • ATK: 738
    • RCV: 390
    • HP: 3010
    • ATK: 1107
    • RCV: 585
    [/table] Nicknames: Egyptian God
    Leader Skill: 2.5x ATK for all Monsters when 4+ Combo
    Active Ability: Spread Cats Mass Attack on all enemies (3 turns)
    Ability Timer: 13 Turns (Deviling which drops from the Poring Tower - Japan only)
    Bastet is the easiest Egyptian God to use. You need only make 4 combos of any color (hearts included) and all of your monsters damage will be amplified by 2.5x. She is sometimes called a rich man's ADK. She can be used a variety of ways as a leader though she is not a Mono-Green Team Leader. She can be used with other Egyptian Gods, though keep in mind her multiplier is lowest of all the Egyptian Gods due to how easy it is to activate her leader ability. She can be used with an Orochi friend to run Hera's Dungeon in lieu of a Valkyrie (thanks to Fluffles for this tip). She can be paired with a resist lead so you get the benefit of resists in a dungeon as well as a damage multiplier. I use her constantly. I especially like using her with other Egyptian Gods to work on my orb matching skills. Her ability is very useful as any combo you make that will cause damage will affect all enemies when activated. This great against the the Wednesday and Friday dungeon when you are farming Masks and Sprites. I use her as a sub on my Mono-Green Team for those dungeons so I can attack the last floor and hit all 3 masks/sprites at once with just 3 green orbs. See the subs section below for more information about her as well as the Tips & Tricks section for more information on the weekly special dungeons. Does she make a good sub? In short - yes! See her description in the sub section.. [table cellspacing=2 cellpadding=0 ] Strengths: Weaknesses:
    • Awesome leader in her own right
    • Offers different team perspective (Egyptian God Team)
    • Fun ability
    • Only available from the REM
    • Lowest multiplier of all Egyptian Gods
    [/table] __________ Leader / Friend Combos ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Leader Combo Cheat Sheet
    • Artemis + Freyja / FGP = 2xHP, 4xATK, 2xRCV
    • Artemis + Parvati = 3xHP, 3xATK, 1.5xRCV
    • Parvati + Parvati = 2.25xHP, 2.25xATK, 2.5xRCV
    • Artemis + Artemis = 4xHP, 4xATK, 1xRCV
    • Michael / Noel + Artemis = 4xHP, 2xATK, 2xRCV
    • Michael / Noel + Parvati = 3xHP, 1.5xATK, 3xRCV
    • Michael / Noel + Michael / Noel = 4xHP, 1xATK, 4xRCV
    • Michael / Noel + Freyja / FGP = 2xHP, 2xATK, 4xRCV
    • Parvati + Freyja / FGP = 1.5xHP, 3xATK, 3xRCV
    • Freyja / FGP + Sylph = 2.5xHP, 2xATK, 2xRCV
    • Parvati + Sylph = 3.75xHP, 1.5xATK, 1.5xRCV
    • Freyja / FGP + Freyja / FGP = 1xHP, 4xATK, 4xRCV
    • Artemis + Sylph = 5xHP, 2xATK, 1xRCV
    • Sylph + Sylph = 6.25xHP, 1xATK, 1xRCV
    That list is ordered pretty much in desirability (though not completely), but I am going to take a new approach to Leader/Friend Combo section. One thing I've found out from talking with many members of this forum is that everything has a different playstyle - duh, huh? Before I had this section ordered by what I felt was best, but what may be best for me may be undesirable to someone else. Also different dungeons call for different group make-ups especially if someone has lower level monsters. Even someone with higher level monsters may prefer a safer group make-up if it means they don't waste 50 STA. So this new Leader/Friend Combo section will be sectioned off like this:
    1. Fast - great for daily grinds, only use on Legend/Master if confident in your combo skills and monster levels
    2. Balanced - not as fast but not slow either, use for any dungeon Mono-Color can do (including up to Two Heroes - 0 stone)
    3. Slow Grind - high in HP, good for harder dungeons though daily dungeon crawls may be too slow
    4. Unstable - not a very good group make-up, should consider a different friend to work with
    For the section below a mid-level group I am assuming to be 12,000 HP, 6500 ATK, and 1500 RCV (FRIEND INCLUDED). Probably a little low on ATK but subs can easily make 1 stat go up and another tank. So let's just go with that for simplicity. __________ Fast Groups ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [table cellspacing=3 cellpadding=3]
    2xHP, 4xATK, 2xRCV
    • HP: 24,000
    • ATK: 4334 per monster
    • RCV: 3,000
    [/table] The vaunted 2/4/2 group. This is the group everyone focuses on when they start a Mono-RGB group. This is our big advantage over the Light + Dark users since they do not have a 2xHP, 2xATK lead. This is also what makes the Greek 2.0 Gods highly desirable since they are irreplaceable (at this time, v5.2) for this team makeup. At low levels your HP will be around 17k, mid-levels around 25k and fully maxed monsters should be around 30k HP. This is the best ATK modifier you can get at this time for Mono-RGB so this is the fastet group possible. Also it still provides good HP and good RCV for a decently balanced group. The downsides is that it can still be unforgiving to someone new to the game as the HP buffer isn't as large as many of the other groups. If your monsters are decently leveled it should not be too much of an issue. You can take this group into the tougher dungeons like Legend/Master and even Two Heroes but monsters better be decently leveled and you should be comfortable of doing 6 or more combos per turn. There is not much room for mistakes in this group. It provides a little bit of slack but be careful on waves of demons that attack for 4-6k a turn. You miss a combo and let them attack you twice and you could be hurting badly. As far as daily dungeon grind groups go though this is one of the best if not the best group to run due to its pure speed. It also offers some really good burst potential damage, especially if you have a Parvati and/or Michael sub. One thing I really like about this group is having access to my 3 favorite Gods - Parvati (great sub for offense/defense), Freyja (for orb boost) and Artemis (yay, orb changer). This is the group you wanna take if you really want to OHKO a boss. [table cellspacing=3 cellpadding=3]
    4xHP, 4xATK, 1xRCV
    • HP: 48,000
    • ATK: 4334 per monster
    • RCV: 1,500
    [/table] Not the best if you are looking for stability, but some people like running this group when they run out of Freyja friends since they still get the 4xATK. It will be a LOT harder to heal up with this group but you also get 4xHP allowing you take harder hits. If you just want to speed through a dungeon and absorb some blows along the way this isn't too bad of a group to run. Not recommended for harder dungeons, but can work in Tri-Color dungeons due to the high number of heart orbs. [table cellspacing=3 cellpadding=3]
    1xHP, 4xATK, 4xRCV
    • HP: 12,000
    • ATK: 4334 per monster
    • RCV: 6,000
    [/table] Not sure how many people actually run this group. You really don't need the 4x RCV this group provides since your HP are not getting a boost at all. If you are using two Freyja than you have two chances at orb boost, assuming in you are in the dungeon long enough for her cool down timer timer to activate. It's another 4xATK group you can run if you are a Freyja user. Freyja has far better stats than Artemis but less flexibility in leader / friend combos. If you run Freyja it is in your best interest to make as many Artemis friends as possible so you don't feel forced to run this group. Not recommended for harder dungeons. __________ Balanced Groups ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [table cellspacing=3 cellpadding=3]
    3xHP, 3xATK, 1.5xRCV
    • HP: 36,000
    • ATK: 3250 per monster
    • RCV: 2,250
    [/table] I run both Artemis and Parvati leads and this is honestly one of my favorite, if not favorite, team combination. It is great! It is not as fast as a 2/4/2 group but not much slower either. I could feel the speed difference as my monsters leveled up but even then I wouldn't say its bad at all. My biggest gripe is not having access to Freyja's orb enhance. At low unevolved levels I was 28k HP with this team. Now at mid to high levels (60s - 70s) I am right around 40k HP. This is great for harder level dungeons that have monsters that either hit really hard (20k ish) or monsters that hit frequently fairly hard (6-12k ...either every turn or every other turn). This is the group I used to take down Two Heroes with a Mono-Green Team group (no sirens or echidnas - all green). Though its not as fast as the 2/4/2 group everyone puts on a pedastal it is still great for both daily dungeon grinding as well as harder level dungeons. It is the leader of the balanced groups in my mind. [table cellspacing=3 cellpadding=3]
    2.25xHP, 2.25xATK, 2.25xRCV
    • HP: 27,000
    • ATK: 2438 per monster
    • RCV: 3,375
    [/table] Before 5.0 released this was the group to have. This group is capable of taking on the Legendary/Master level dungeons as well as Two Heroes. This group can definitely feel the difference in ATK power, but your HP and RCV are all in balance. In addition to having the best rounded stats it gives the user access to two Parvatis. Why is this great? Because you can use one for offense and save the second one for a back-up heal when needed or even for a second combo attack. See Tips & Tricks section for more information on Ability Combos. This too is a good daily dungeon grind group even at the expense of ATK power. Many people still run this as their default group. It was a solid proven group prior to 5.0 and it is still a solid proven group. [table cellspacing=3 cellpadding=3]
    4xHP, 2xATK, 2xRCV
    • HP: 48,000
    • ATK: 2167 per monster
    • RCV: 3,000
    [/table] If Wood Dominion Michael was my only God this is the group that I would run for daily dungeon grinds because it gives you plenty of HP, you still have decent ATK and your RCV is pretty good too. Granted the RCV multiplier is fairly low for this amount of HP so your goal here should be to finish the dungeon as quickly as possible taking hits along the way. Unless you are facing a fairly tough dungeon with either a monster that hits hard (12k or more) or waves of monsters that hit for 5k each round you probably won't have to worry about healing back much up since you will have a lot of HP. Just make sure you chain as many combos as possible when you do connect 3 heart orbs. If you score a good combo it is still possible to heal up quite a bit. I've healed up 30-40k on a 1.5xRCV in a normal dungeon so it's doable. :) Really not a whole lot to say. I think it's the best balanced group you can get if you're leading with Michael. Look to the slow grind groups sections for ideas on harder dungeons like Legendary, Master and Descend. Your best bet will be either other Michael leads or Parvati leads. [table cellspacing=3 cellpadding=3]
    2.5xHP, 2xATK, 2xRCV
    • HP: 30,000
    • ATK: 2167 per monster
    • RCV: 3,000
    [/table] I have never run this group so I cannot speak to how good it is but it looks balanced on paper providing a good stat boost to all 3 stats. It is taking an additional hit on ATK power and obviously the weak link is Sylph. She has one of the lowest stat totals. With her HP at 987 at max level she won't help your team's total HP pool though the 2.5x boost does help. Her ATK and RCV are relatively decent so if your team's HP is over 10k unbuffed than you should be close to 28k when you enter the dungeon. So from a total picture view her biggest drawback is that her ability won't be synergistic with your team ...meaning she won't boost your team's damage output or provide anything of value that another team member can piggy back off of. Her ability will only save you if fighting tough water enemies. With Freyja at least you can boost the orb damage potential. If you are running this with FGP and Sylph this could be moved to the slow grindfest section most likely. Since I have not run that group (FGP/Sylph) I will leave it here now. [table cellspacing=3 cellpadding=3]
    1.5xHP, 3xATK, 3xRCV
    • HP: 18,000
    • ATK: 3250 per monster
    • RCV: 4,500
    [/table] Same attack power as Parvati + Artemis but you lack the HP. At mid levels you will be around 18k HP. At mid to higher levels you will be just above 21k. The RCV is just off the charts, way more than I need. Here I am with 20k HP healing for 25-46k HP. So the HP are a bit lacking, the RCV is overkill but the ATK is ok. I've run it before and have had success but now I always use my Freyja and FGP friends with Artemis. I really just have no desire to run this group. Before I got Artemis I really only ran this group to give my Freyja friends PAL points. Seriously. [table cellspacing=3 cellpadding=3]
    2xHP, 2xATK, 4xRCV
    • HP: 24,000
    • ATK: 2167 per monster
    • RCV: 6,000
    [/table] I suppose it's not too bad for Freyja users, but this group feels out of place as a Wood Dominion Michael user. It's because of the other options available that I say this. If you want a lot of HP, than a simple 2x may not be enough, especially when you are only getting 2xATK as well. The one stat you are piling up on is RCV. I don't think you really need 4xRCV to heal back up 25-30k HP. I'm still on the fence with this group. I will have to run it few times to see what my true thoughts on it are. I will update this if I find I actually like it. Though currently I prefer Michael + Artemis for daily dungeon grinding. If you want to use the Damage + Heal combo I discuss in the Tips & Tricks section to both launch an attack w/ Freyja boost and heal back up than you know the 4xRCV will have your back and get you back up to full HP even with a simple combo manipulating the green orbs and heal orbs. __________ Slow Grind "Turtle" Groups ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [table cellspacing=3 cellpadding=3]
    4xHP, 1xATK, 4xRCV
    • HP: 48,000
    • ATK: 1083 per monster
    • RCV: 6,000
    [/table] THE turtle grind group! TONS of HP and tons of RCV to refill it back up. The most HPs and most RCV you can get at this time - v5.2. A mid-leveled group will be around 52,000 HP. Throw a Wood Mech Warrior Asgard or two on the team and watch your HP blow the roof off - 48k with two! :D There really is no strategy to this, you win by overwhelming your opponent by insane HP and RCV. Some people can run this type of group 24/7 but I couldn't. Just way too slow. For me this group is meant to take on extremely tough dungeons where the monsters hit hard and fast. As I said above, if Michael was my only God I would run Michael + Artemis for daily dungeon grinds and this group for Master/Legend/Descend. [table cellspacing=3 cellpadding=3]
    3xHP, 1.5xATK, 3xRCV
    • HP: 36,000
    • ATK: 1625 per monster
    • RCV: 4,500
    [/table] This team will have around 40,000 HP just like a Parvati/Artemis group mid-leveled (50-70s) but you are trading ATK power for RCV. This is slightly faster than the true "turtle grind group" but not by much. You have plenty of RCV to heal up quickly though. As with most turtle grind groups they are better suited for harder dungeons but some players like to run these groups as their daily grind group because it's safe. The nice synergy about this group is that if both leaders lack the other leader as a sub (i.e. the Parvati leader doesn't have a Michael of his own) than the person running this team gains access to another orb changer. Both are heart makers thus increasing the survivability chance for either side running this team. Use a heart breaker sub switch it into an ATK though with only a 1.5xATK bonus it might be safer to save their abilities for when they are needed for defense. It is something you will have to get used to. [table cellspacing=3 cellpadding=3]
    3.75xHP, 1.5xATK, 1.5xRCV
    • HP: 45,000
    • ATK: 1625 per monster
    • RCV: 2,250
    [/table] This is a good group pairing if you're a Sylph the Wind Elemental user, mostly because you are getting a boost to all three of your stats. I'm guessing since Sylph has the worst HP total of all the leaders they gave her the leadership ability of the highest HP multiplier. This will be a slow grind group without the benefit of a RCV to match the HP pool. This team also suffers from a low ATK multiplier. This is a distant second for your best group matchup if you are a Sylph user. Stick with Freyja/FGP friends as much as you can. Honestly if you are a Sylph user, look to acquiring a FGP ...pronto. __________ Unstable Groups ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [table cellspacing=3 cellpadding=3]
    5xHP, 1xATK, 2xRCV
    • HP: 60,000
    • ATK: 1083 per monster
    • RCV: 3,000
    [/table] This group will have a crap ton of HP. The ATK modifier remains unchanged. The only thing that redeems this group even just a little is that it has a 2xRCV to help recover some of the HP. Since the ATK multiplier is not being boosted this is will be an extremely drawn out fight so if you are fighting enemies with decent attack (5k or more) and decent defense (3-6k) like demons than you are going to see your HP quickly (or slowly if you are good at combos and the game is being kind on heart orbs) get chipped away at while you slowly chip away at them. This is the best, and I really use that word loosely, of the unstable groups. Seriously Sylph user, grab a FGP. [table cellspacing=3 cellpadding=3]
    5xHP, 2xATK, 1xRCV
    • HP: 60,000
    • ATK: 2167 per monster
    • RCV: 1,500
    [/table] Once again this group will have a crap ton of HP. The salvation here is Artemis gives 2xATK multiplier. The downfall of this group is the RCV multiplier is still at 1 meaning it's going to be extremely hard to recover this much HP. Talk about watching your HP being chipped away at. If you run this group, speed through the dungeon as fast as possible and use your HP merely as a temporary shield. This matchup is like beating the final boss in an old school video game and you have to escape with little minions shooting at you (thinking Metroid here). Your goal is just to get through this situation as quickly as possible. RUN FORREST RUN! [table cellspacing=3 cellpadding=3]
    6.25xHP, 1xATK, 1xRCV
    • HP: 75,000
    • ATK: 1083 per monster
    • RCV: 1,500
    [/table] Noticing a trend here? Seriously Sylphy user... get an FGP, it's only in your best interest. I'm not even going to waste time here. Too much HP and nothing else. This group is the worst of the worst.
    SEE NEXT POST FOR SUBS YOU NEED
     
  7. Niteblooded

    Niteblooded Well-Known Member

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    RE: Mono-Green Team Appreciation Thread

    SUBS YOU NEED

    More Cu Chulainn, the Hero
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 1613
    • ATK: 1204
    • RCV: 255
    • HP: 2887
    • ATK: 1336
    • RCV: 348
    [/table]
    Hero & Heart Breaker (ladies love & hate him!)

    Early on in the game I thought this guy was worthless because he kept getting rid of all the hearts. "Hey Yo, I needed those, fool!" He didn't listen though, like WTF. He kept taking 'em ...greedy bastard. Then I realized he is one of the most critical pieces of a Mono-Green Team. Why? Simply put, the more orbs you can get to change green the better. Also you can piggy back his ability with Parvati/Siren's ability where they change water orbs to Heart orbs. So you pop Parvati's ability and then Highlander's and you clear the field of two colors and turn them into damage orbs for your destructive purpose.

    Sadly he is extremely rare. It is possible to get him from the REM, so if you get him and a good leader (see above) than you are in a primo spot to form a Mono-Green Team. That is how I started. You can get him outside of the REM but he comes from a dungeon (Two Heroes Descended) that doesn't appear often and is quite difficult. Not anyone can farm it, you will need an already good team to get him this way. The good thing is one of the two heroes will drop - Berserk (blue) or Highlander (green) - so you are assured 1 hero if you can clear the dungeon. The dungeon is typically open for only 24hrs and costs 50 STA. So if you plan on "farming" it, be prepared to spend some stones. This is why I say if you scored him through the REM you are looking really good on forming a green team.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Needed ability for a full fledged Mono-Green Team
    • Awesome stats, god like quality
    • One of the hardest heart breakers to obtain (Valkyrie being the worst)
    [/table]


    Ancient Dragon Knight
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 1018
    • ATK: 808
    • RCV: 224
    • HP: 2138
    • ATK: 1212
    • RCV: 336
    [/table]
    Fire Orbs to Wood Orbs

    This guy is the reason I want to include images. I received his first form, Mystic Stone Knight (MSK), from the REM when I was new to the game (he was litterally my 2nd roll - its hard to ask for two better piggyback rolls) and I fed him thinking he was worthless. I was kicking myself so hard when I found out how important he was. He doesn't just make a good sub on a Mono-Green Team, his 3rd form the Ancient Dragon Knight (ADK) turns him into a great leader in his own right because he gives a damage bonus to all dragon creatures. If you use an ADK friend you will have a damage bonus of 6.25x so you can plow through dungeons at amazing speed. The reason he doesn't make a good Mono-Green Team lead is because the only thing he modifies is damage. So you lose the true benefit of a Mono-color team which is a bonus to all 3 stats (RCV, ATK and HP), and his damage boost only affects dragon type creatures.

    The reason he is needed member of a Mono-Green Team is because he changes Fire Orbs to Wood Orbs. He also provides a good stat base.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Needed ability for a full fledged Mono-Green Team
    • Rare drop from uncommon special dungeons and REM
    [/table]


    HIGHLY DESIRABLE SUBS

    Wind Prodigy Sasuke
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 799
    • ATK: 576
    • RCV: 104
    • HP: 2397
    • ATK: 1786
    • RCV: 156
    [/table]
    Water Orb to Wood Orb

    Sasuke can get rid of those pesky water orbs without the need of chaining Parvati's skill. Sadly he is only available from the REM at this time. You will want to evolve him ASAP. His stats are pretty weak in his first form but they really take off in his 2nd form. A third orb changer can make a huge difference to the team which makes Sasuke highly desirable.

    If you can score Sasuke and either Norse, Indian or Greek I would tell you to farm an MSK/DK/ADK. You could start forming a mono green team at that point but make sure you have some other good green subs, so keep reading!

    Honestly, the only thing keeping me from saying he is a "Needed Sub" is the fact you cannot obtain him outside of the REM.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Changes useless Water Orbs to Wood Orbs
    • Awesome ATK and decent HP
    • Weak on RCV
    • Only available through the REM
    [/table]


    Love Deity Feline Bastet
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 1204
    • ATK: 738
    • RCV: 390
    • HP: 3010
    • ATK: 1107
    • RCV: 585
    [/table]
    Mass Area of Effect (AOE) Attacker

    Why am I so high on her when I don't like cats? It's not because she's a super cutie (tho she is), it has everything to do with her raw destructive Mass Attack power. Everyone is high on Rippers because they blast all monsters on the field for 20k. Well Bastet allows your team to attack all the monsters on the field for 3 turns as long as you match 3 orbs ...since you are running a Mono-Green team it will have to be 3 green orbs. So say you have 3 monsters that can do 30k with just a couple of simple combos (before monster defense kicks in) you just did 90k worth of damage to every single monster on the field and you have 2 more turns to duplicate your success! You might be thinking well punky little demons don't need that much damage done to them! So I will give you a for instance... on the Master version of the Weekend Dungeon if your green team has enough ATK power and you chain some good combos (granted, lucky cascades help) you can pop Bastet's skill when you get to the 3 Dragons, 1 shot them, then 1 shot the Carbuncles (even if they are fire) and have 1 shot left over just in case the cascades weren't kind to you. Some people say she is like 3 rippers in one, but she is helluva lot more powerful than that because she is completely synergistic with your team.

    What else? She provides healer like RCV and 3k HP! At max level she will give you 585 RCV. That's nuts. Her ATK isn't anything that will excite you, but she more than makes up for it in her raw destructive cuteness!

    Sadly this feline is only available from the REM and there is no comparable replacement to her, but if you land her you will feel the synergy flow through you.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Ability to attack all monsters on the field for 3 turns
    • Awesome RCV and decent HP
    • Can use her for a Egyptian God Team
    • Can use her with Orochi friend like a Valk/Zombie Team
    • Just ok ATK
    • Only available through the REM
    [/table]


    Susanonomikoto
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 1200
    • ATK: 760
    • RCV: 128
    • HP: 2770
    • ATK: 1186
    • RCV: 298
    [/table]
    Iron Wall Stance - Half Damage for 5 Turns

    Susano is one of few greens that has decent utility, and because of that he is actually desired on other teams such as Eyptian God Teams. Remember when I described how the Mono-Green Team lacks the ability to time delay monsters, well Susano is the closest thing the green team has to that deficiency. He has ability to reduce the damage you take by 50% for 5 turns which could buy you the time you need. And since his defense ability protection stacks with leadership abilities (such as Odin's or Resist Monsters) you can reduce the amount you take by a large margin. You won't be able to stack his ability with another ability, such as the Keeper of Rainbow (everyone shortens his name to Rainbow Keeper, or RK), but the fact it stacks with Odin's leadership ability means it won't take you many hearts to heal back up to full to ensure you are back to full health so you are ready for the next attack.

    Susano also provides a good deal of RCV (for a warrior) which makes those hearts heal for even more. His only drawback is that some prefer the HP total of an Asgard (will talk about him soon) over Susano. Personally I would take Susano because he provides enough health that you could score close to or more than 40,000 HP with a Greek/Indian combo. He should even provide enough Hit Points for a Norse/Greek combo. What I really like about Susano is the fact his ability lasts 5 turns. Many enemies attack within 3 turns so with an Asgard you only protect yourself for 1 attack. Where as with Susano you can reduce 2 attacks, which means it gives you as many as 8 turns to either reduce the enemy's number or even clear them. This could be difference between surviving a tough dungeon or debating to lose stone/STA.

    Only way to get him is through the REM, but possible replacements is the Asgard (see below) and the RK. The RK makes a poor man's sub and breaks up your mono team but if you desperately need this ability the RK is able to fill the role with 3k HP and zero cost investment.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Best Defense Utility green has to offer
    • Decent stats, beats Asgard for RCV & ATK
    • Good as a sub on Egyptian God Teams
    • Low Team Cost - 20 when evolved
    • Just ok ATK compared to warriors
    • Only available through the REM
    [/table]


    Fertility Deity Ceres
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 1110
    • ATK: 675
    • RCV: 285
    • HP: 2374
    • ATK: 1061
    • RCV: 681
    [/table]
    Fertility Deity Holy/Devil Ceres (Busty/Ultimate Evolved)
    [table cellspacing=3 cellpadding=3 ]
    [/table]
    [table cellspacing=10 cellpadding=0 ]
    Stat Increase Busty Stats
    • HP: +200
    • ATK: +100
    • RCV: +60
    • HP: 2574
    • ATK: 1161
    • RCV: 741
    [/table]
    Recovers all HP

    What makes the Fertility Goddess a worthy member of your team, even though you're not down with child support? Simple, she provides an insane amount of RCV - 681 RCV (or 741 with a Busty Evolve) - and she can still provide decent HP and ATK. So if you really need some RCV on your team, she is the best you can get. Her ability may not be something you use often but it is still a very nice ability that can save your butt - a full HP refill. For being a healer she can still get over 1k ATK, but you will have to dump a LOT of XP into her so don't put her on your team to fill that hole as she won't reach that until almost closed to being fully leveled. She's a safety net healer and the best you can get on the Green Team. If you are running a team high on HP and want the ability to tank a bunch of hit but don't necessarily have the RCV to get back up 30,000 HP you will love her ability.

    Also because she has both a light and dark busty/ultimate evolve form she gains in stats and gains in attack power. This allows her to attack with two elements instead of one, but keep in mind the 2nd element (light/dark) will only attack for 30% of her primary element (wood). The second element will also gain in power if you happen to throw +ATK eggs on her. The bad side to this is if you run into a monster that binds all of your dark/light monsters she will be affected. The mere fact she can "busty evolve" (aka Ultimate Evolve) makes her a highly desirable sub, not just on a Mono-Green Team but also a God Team (Zeus / Blue Odin) or as a sub on a Egyptian God Team. In the 5.0 release of PAD she is currently the only God that can be busty evolved but in the 5.1 release Freyja will join in on the fun.

    She is only available through the REM. Her replacement would be Alarune who provides 717 RCV but the max HP you will get out of her is 1224 and only 819 ATK ...but keep Alarune in mind if you really need RCV and didn't roll a Ceres.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Best Healer green has to offer
    • Great stats for a healer AND team cost (30)
    • Busty Evolve makes her quite attractive :p
    • Only available through the REM
    [/table]



    SEE NEXT POST FOR FARMABLE SUBS​


     
  8. Niteblooded

    Niteblooded Well-Known Member

    Messages:
    1,334
    Likes Received:
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    Joined:
    Feb 26, 2013
    RE: Mono-Green Team Appreciation Thread

    FARMABLE SUBS


    Graviton Earth Dragon (GED)
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 1204
    • ATK: 914
    • RCV: 109
    • HP: 3010
    • ATK: 1280
    • RCV: 218
    [/table]
    Nicknames: Green Resist Dragon / Green Ripper / GED

    Leader Skill: 50% Wood Damage Reduction
    Active Ability: Gaia Ball: 20,000 Wood Damage to All Enemies
    Ability Timer: 15 Turns (must feed same monster to get skill-ups at this time)
    The Graviton Earth Dragon or GED as most people call him is a very under valued sub. Since he is so easy to get many are quick to replace him and sometimes with subs that aren't worth it - in my humble opinion. What makes him great? It is fairly easy to get this guy, he drops from normal dungeons (Mars Crater & Demeter Forest), as well as from Special Dungeons (Legendary Isle Dragon & Sky Dragon of Wood - No RCV (No RCV means no heart orbs) usually off of the easy to beat Adept level), as well as from the PAL Egg Machine.

    The other great thing about this guy is that his evo mats (evolve material) is very easy to obtain and it takes very little experience (XP) to level him up. Once you get him to his GED form, I would say level 25 is good enough for this guy as it gets you into the 1000 ATK range. He won't be a permanant sub on your team but he definitely makes a great sub when you gotta keep Team Cost down and you are hurting for subs. There aren't many who have this guy's stats especially with the low XP investment. His ability is really nice in early ranks too as it hits all enemies for 20,000 damage. Even though you will really love the ability it is also not one you want to count on. The strength of a Mono-Color Team is taking advantage of the fact you can boost stats. While his stats are nice early many of the Gods and orb changers surpass him. Also his ability is not synergistic with the team. What I mean by that is you don't use his ability to boost/amplify another team member's attack. It is static and completely unmodifiable. Use him and love him early on but keep in mind there are better to set your sights on.

    Does he make a good leader?
    In short - Depends. You wouldn't use him to run a Mono-Green Team, instead you use him as a Resist Team. If you are going up against a tough Wood dungeon and you don't have a team capable of taking heavy wood damage hits you can use him as a lead to cut all Wood Enemy damage by half. Pair up with a healer friend like a Siren or Amaterasu to easily heal back up. Or if you are going up against a really tough opponent you can pair up with another resist lead to stack up the damage reduction. So if you lead with a GED and picked a friend running GED than all enemy damage (if wood based) would be reduced to 25% of its base damage. Outside of needing a Resist Team he is not a leader you want to use on daily dungeon grinding.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Low XP investment for pretty good stats
    • Low Team Cost
    • Awesome ability early in ranks
    • Leader Skill is useful for Resist Teams which is very useful early game
    • Evo mats are easy to get for any rank
    • Ability has no synergy with Mono-Green Team
    • Ability must be skilled up with another GED (lower tier doesn't work)
    • Temporary sub due to first weakness
    [/table]


    Wood Mech Warrior Asgard
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 2120
    • ATK: 698
    • RCV: 4
    • HP: 5088
    • ATK: 907
    • RCV: 8
    [/table]
    Nicknames: Asgard, Green Golem, Earth Golem

    Leader Skill: Have a 25% chance of countering x10 Damage Taken with Wood
    Active Ability: Defensive Stance: Reduce 50% Damage for 3 turns
    Ability Timer: 20 Turns (Golems of any tier and any of the Keepers)
    I'm saying it, he's a poor man's Susano! Though that's not entirely a bad thing. I used him and loved him for what he was until I got a Susano. He's only got a pathetic RCV (8 max) though so keep that in mind when forming your team. Sure you can load up on the guy to get gusto HP but you would need Ceres to recover them. Also he looks more menacing than his ATK - 907 max. Which is practically healer like ATK. So you are throwing him on your team because you don't have Susano, you want the 3 defense turns and you want the HP.

    The nice thing is, he is attainable. You can get him from the PAL egg machine, the REM, and dungeons such as Tower of Giants, Demeter Forest, Keeper of Woods (Tuesday) Dungeon, Sacred Mt. Bakkes, Departure Tower, Vesta Cave, Dungeon of Wood and Kronos Forest. He's not an easy farm, but what boss in this game is? Think about what you want out of your team before you go out of your way to farm him, feed him the XP he needs and get the evolve material. Not everyone wants to customize their team the same way. I personally really like him. I love his ability and I love the fact I am easily 30k and up on HP with a Greek/Indian combo with low levels and almost 40k with higher levels. It means I can farm RKs with or without an Odin friend. If I want to be lazy - Odin friend. If I want to blow through the RK because I'm in a hurry - Artemis friend.

    Like I said with Susano, Mono-Green Team is lacking when it comes to utility so it makes guys like Susano and Asgard more appealing than they probably should be. Take your utility where you can get it. If you have a Susano, forget the Asgard. You can also go the ultra poor man's route and go with a RK. Keep in mind if you go with an RK though you are breaking up the team synergy as that RK will not get the leader multiplier. Even a level 1 Asgard will have roughly the same ATK an RK has with just a 1.5x multiplier. Of course the RK doesn't need the mass xp an Asgard needs or the evo mats, but you are building a Mono-Green Team and no one said it was going to be devoid of work.

    His ability has saved my butt many times. If I'm low on HP the enemy is about to attack and there is only 3 heart orbs on the field I can activate Asgard's ability and in most cases it reduces the damage enough to where I have a chance to heal back up quickly enough to brace for the next attack.

    Does it/he make a good leader?
    In short - No. You will see people use him early on either because they are still figuring out the game or because they are still trying to acquire a good leader. The counter attack is actually really good early on in the game, but you will probably find it hard to progress past Castle of Satan with him as your lead.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Insane amount of HP
    • Great defensive ability
    • Farmable
    • Ability can be skilled up, farm up Keeper of Woods
    • Almost no RCV
    • Low on ATK
    • Ability lasts only 3 turns and takes 20 turns to charge (before skill-ups)
    [/table]


    Wind Mechdragon Canopus
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 1528
    • ATK: 739
    • RCV: 34
    • HP: 4126
    • ATK: 1552
    • RCV: 119
    [/table]
    Nicknames: Green Mech Dragon, Canopus

    Leader Skill: 2x ATK (for Wood Allies)
    Active Ability: Tornado Cannon: 30,000 Wood Damage to All Enemies
    Ability Timer: 20 Turns (must feed same monster to get skill-ups at this time)
    This is my current favorite (special dungeon) dragon sub. Why? His stats are already decent at level 1 and get much better as you level him. He will already be at 1,004 ATK by level 33, which is only a 243k XP investment. So you already have a high powered ripper with actually less XP investment since you don't need to evolve him at all. His HP are very nice and his ATK is quite juicy. There aren't too many monsters that provide that level of ATK and even less rare ...that level of ATK and HP. His ability is only so-so with the long cool down timer and shares the same problem as GED in that it is not synergistic with your team at all. That said, his pros do make him a very good sub and you will see many people sport him on their teams because of it.

    Does he make a good leader?
    In short - No. Darkies like using the Vampire as a lead for 2x ATK but they also have less leader options than we do, so you can use him in a pinch but there really is better. Look to FGP (see Leader Section) as soon as possible to lead your Mono-Green Team.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Great ATK
    • Great HP
    • Low XP investment for good stats
    • Ability has no synergy with Mono-Green Team
    • Ability must be skilled up with another Canopus
    [/table]


    Ancient Wood Dragon Lagavulin
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 1439
    • ATK: 539
    • RCV: 123
    • HP: 3885
    • ATK: 1132
    • RCV: 432
    [/table]
    Nicknames: Green Whiskey Dragon, Green Ancient Dragon, Lagavulin

    Leader Skill: 2x ATK for all Monsters when 3+ combo
    Active Ability: Plant Ball: 25,000 Wood Damage to All Enemies
    Ability Timer: 9 Turns (must feed same monster to get skill-ups at this time)
    His ability is what makes a lot of people like him. Not because it is anything new (see GED and Canopus) but because it starts off with only a 9 turn timer and can be reduced to 4 turn timer. That's not to say it will be easy. Someone on these forums tried to skill up their water whiskey dragon around 50 times and did not get a single skill-up. Granted that is the worst luck I seen so far but it does point out that relying on skill-ups is a pretty risky gamble especially if you are running the dungeon at 50 STA each attempt.

    This dragon is usually at heat of debate because some people either really love him or they see him as useless. People love these dragons exactly for the reasons I said above, a 4 turn chance to drop 25,000 damage to all opponents is very nice ...especially when farming lower tier dungeons. The reason many people do not like the whiskey dragons is because they start off with very sub-par stats and it takes a significant investment (2.7 million XP) to get them in consistent damage fighting shape (1k ATK and above). A monster cannot have it all. It is either going to have a really nice ability or really nice stats. This dragon sacrifices stats in favor of its Ripper ability. I personally prefer a dragon/monster that can provide consistent damage for the team instead of an unmodifiable ability that is not synergistic with the team at all. People ask me why I put so much emphasis on its low ATK. The reason is because if you rack up a good combo the distance in ATK becomes exponentially more apparant. For example, I have landed some really nice combos and when my 1k ATK members were hitting for over 200k a pop the ones below 1k ATK were only hitting over 100k. That gap is huge! In a normal fight where you don't rack up huge combos it won't matter too much but if you are in a boss (or sub-boss) fights and need to land some huge numbers to either take out some of the enemies or take out the boss as quickly as possibly all of a sudden that ATK difference becomes very meaningful. That's not to say this guy is useless. Quite the opposite. I just wouldn't sacrifice team members due to his insanely large team cost (60) nor would I sacrifice 2.7M XP on him when I still have other monsters needing to be leveled up.

    No matter what you decide you are not wrong. He is a good sub, it just matters on what you are looking for in your team. In addition to the High Team cost (60 points), I also caution the XP investment. It really does deserve repeating. It is very important to Max level your leader as soon as possible and there are other subs who gain very valuable stats the more you level them up. Not only that while you are spending 50 STA per dungeon attempt to farm this guy for skill-ups, unless you are spending stones, you might be neglecting XP dragon (metal and jewel) runs as well as pengdra farming. Try to fit those in if you plan to farm this guy.

    Does he make a good leader?
    In short - No. I guess you could say he is like a poor man's Bastet but why be reliant on making combos for just a simple 2x ATK? He is definitely not a Mono-Green Team lead.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Great Ability
    • Great Cooldown Rate on Ability
    • Decent stats once XP is invested
    • Ability has no synergy with Mono-Green Team
    • Ability must be skilled up with another Lagavulin
    • Not so great stats starting out
    • Hefty XP requirement (2.7M) to get to 1k ATK
    • Team Cost is high - 60
    [/table]


    Wood Skydragon Horai
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 321
    • ATK: 440
    • RCV: 125
    • HP: 1637
    • ATK: 1804
    • RCV: 250
    [/table]
    Nicknames: Green SkyDragon, Horai

    Leader Skill: 2x ATK (for Wood Allies)
    Active Ability: Power of Gaia: Wood Damage Attack of x5 ATK (so Horai's ATK x5 in one attack on one enemy monster)
    Ability Timer: 10 Turns (must feed same monster to get skill-ups at this time)
    Nice ATK rating - one of the highest. Sadly this is all he has going for him. He starts off extremely weak - I mean seriously... look at those level 1 stats. So he requires a HUGE investment just like Lagavulin. If you have the XP mats just lying around with no one else to give them to he will give your team a huge ATK boost. And you could make up the HP some where else. Though no one typically runs skydragons for this reason - the XP investment is just too large to make it worth your time. I don't even see high ranking Japanese players who already have their teams maxed out using this guy. He's a trophy but sadly not much else. Don't starve the rest of your team to feed this guy.

    Does he make a good leader?
    In short - No. For the same reasons as Canopus.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Great ATK rating
    • Doesn't look as much like a butterfly as other colors
    • Ability has no synergy with Mono-Green Team
    • Ability must be skilled up with another Horai
    • Horrible stats at level 1
    • Significant XP requirement (943k) simply to get to 1k ATK
    • Horrible overall stats, one of the lowest
    [/table]


    Griffin
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 194
    • ATK: 513
    • RCV: 310
    • HP: 635
    • ATK: 1539
    • RCV: 465
    [/table]
    Nicknames: Griffin (vs Griffin of Gale)

    Leader Skill: NONE
    Active Ability: Enhance Wood ATKs: Each matched + orb will raise the final Wood-type damage by 6% (clearing all 30 will raise by 180%, for 280% total damage)
    Ability Timer: 15 Turns (must feed same monster to get skill-ups at this time)
    So far only seen during the Master runs of the Skydragon of Wood - No RCV dungeon and at a EXTREMELY rare rate at that. Very few have even seen him and since he hits for 16k every 2 turns even fewer have caught him since no one had full fledged 5.0 mono-color teams then. Because of his rarity I honestly do not even know what to say about him. You sacrifice a ton of stats for his ability. I've seen him used by extremely well played Japanese players such as one who was running a Goemon Team and used Griffin, max Parvati and a ADK for his subs. He turned the whole board red using Goemon's ability, used ADK to turn the orbs green and then used Griffin to amplify the damage. This OHKO Hera-Is which is very impressive. To me Griffin appears very situational where you know you need to burn the boss down ASAP if not OHKO him/her. As far as a daily dungeon grind sub I think he loses appeal due to the bosses not being as tough and the stat loss hurting more than his ability helps.

    VIDEO - Goemon Team with Griffin as sub

    Does he make a good leader?
    In short - no. No leadership skill.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Highest Damage Potential
    • High ATK rating
    • Decent RCV
    • Overall stats are really bad
    • Pathetic HP
    [/table]


    Gaiadragon Yggdrasil
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 518
    • ATK: 319
    • RCV: 55
    • HP: 3197
    • ATK: 1407
    • RCV: 175
    [/table]
    Nicknames: Legendary Wood Dragon

    Leader Skill: Half the damage from Wood Monsters
    Active Ability: God Gaia Breath: Wood Attack of 40x Yggdrasil's ATK
    Ability Timer: 23 Turns (must feed same monster to get skill-ups at this time)
    This guy is a lot like the Skydragon for me. Decent stats if you are willing to spend the XP, but he's not impressive enough to really entice anyone to spend that much XP on him. His ability sure doesn't help either, even if 40x ATK does sound impressive (56,280 wood damage at max level if you are curious) but it is single target only. It hits hard don't get me wrong, but you are really commiting yourself if you want to throw 3+ Million XP his way. Everyone must decide their playstyle in this game. If he fits yours there really is nothing about him I would warn you against since he does provide decents stats and if you are going to hit only one enemy a 56k isn't too bad ...though keep in mind that he will only hit that hard after 4M XP after you Busty Evolve him as he only hits for 20x ATK in his dropped form. So you need to spend the 4M XP and the evo mats for his Busty Evolve (1 Dub-Mythlit, 3 Dub-Emelits and a Dragon Fruit).

    Does she make a good leader?
    In short - no. Good resist lead if you are somehow lacking one of the other half a dozen monsters that seem to provide half damage to Wood Attacks.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Good ATK
    • Good HP
    • Dual Element after Busty Evolve
    • Ok ability - single target only
    • Takes a LOT of XP to get ok stats
    • Evo Mats for Busty Evolve can go to other monsters
    [/table]


    Wood Samurai Dragon Masamune
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 1788
    • ATK: 687
    • RCV: 68
    • HP: 4470
    • ATK: 1443
    • RCV: 224
    [/table]
    Nicknames: Samurai Dragons, Sengoku Dragons

    Leader Skill: 2x ATK (for Wood & Dragon Allies)
    Active Ability: Gaia Wind: Wood Attack of 30x Masamune's ATK
    Ability Timer: 19 Turns (must feed same monster to get skill-ups at this time)
    NOT AVAILABLE YET

    Even though he is not available yet I thought I would still put him in here because he looks like a very useful sub. His direct competitor is Wind Mechdragon Canopus. Each one provides the same awesome stat base but a different enough twist to customize your team the way you want. His ability at max level will hit for 43,290 before any +eggs or double damage amplifiers (if attacking a water monster) which is pretty decent punch. His ability cooldown is a whopping 19 turns though it can be lowered to 10 turns if you can farm enough to get skill-ups. It is single target only. Not really able to talk too much about him since we don't have him here in the United States version of the game yet, but he does look like a great sub for his consistent damage. He sacrifices some ATK in comparison to Canopus but makes up for it in RCV and HP. So if you have both dragons, you will have to decide which stat base helps you most.

    Does she make a good leader?
    In short - no. Same reasons as the other dragons.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • One of the highest overall stat base
    • High on HP
    • Nice ATK rating
    • Ok ability - single target only
    • NOT AVAILABLE YET
    [/table]


    Alraune
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 644
    • ATK: 431
    • RCV: 448
    • HP: 1224
    • ATK: 819
    • RCV: 717
    [/table]
    Nicknames: (Green) Healer Girl

    Leader Skill: Heals 3x of Alraune's RCV Amount after every Orb Combo
    Active Ability: Cure: Recovers 10x Alraune's RCV value for Health
    Ability Timer: 20 Turns (must feed same monster to get skill-ups at this time)
    Her ability is better than Archangel (Heals for 5x your RCV ...which in other words not all your HP) and she does max out at 717 RCV (not counting eggs) which is pretty high. That is the good part. The bad part is she is still the second worst healer girl and she is a horrible sub. Only consider if you are seriously hurting for RCV, which you shouldn't be with a decent Mono-Green Team since we are very balanced on stats, or if you are just plain hurting for subs. She does come from the PAL (in addition to the REM) as well as drop from multiple dungeons. I'm not going to bother listing which dungeons she comes from because I really don't recommend trying to farm her. It's more like you have an awesome leader (Freyja, Artemis, Parvati), have the required subs (Highlander, ADK), you got her from the REM/PAL machine and have absolutely no other green subs. Yeah she is that bad. If you fully leveled her up her ability would only heal you for 7170 HP. If that saves you than you are under leveled or your team makeup is seriously lacking stats.

    Does he make a good leader?
    In short - meh. She can be ok early on in the game for easy dungeons where monsters don't hit hard but she really isn't worth leveling to get to the higher RCV value for better leader healing.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • High RCV
    • Farmable and available through PAL
    • Overall stats are really bad
    • Ability is weak
    • She comes out from the REM :dodgy:
    [/table]


    SEE NEXT POST FOR ADDITIONAL REM SUBS

     
  9. Niteblooded

    Niteblooded Well-Known Member

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    RE: Mono-Green Team Appreciation Thread

    ADDITIONAL REM SUBS
    (Random Egg Machine (REM))


    Sylph the Wind Elemental
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 429
    • ATK: 510
    • RCV: 249
    • HP: 987
    • ATK: 1224
    • RCV: 374
    [/table]
    Nicknames: (Green) Elemental

    Leader Skill: 2.5x HP (for Wood Attribute Monsters)
    Active Ability: Earth Field: Void all Water Damage (3 Turns)
    Ability Timer: 20 Turns (must feed same monster to get skill-ups at this time)
    Situational use. I'm not as high on her as others might be but she is far from useless. She is low on HP but actually provides decent ATK (1224 max) and decent RCV in her evolved form. If you are going through a water dungeon she can give you 3 turns of no water damage which is really nice, hence the situational use. For me, by the time you get this far in the possible subs list I wouldn't rank her too high. There are other monsters with decent RCV and ATK ratings and you should be plowing through the water dungeons. But if you rolled her out of the REM she does provide some use so by all means keep her. Feed her if you have extra xp and money but don't make her a priority. If you see more use out of her than I do please feel free to say so in this thread since that is what this thread is for ...discussing possible green team layouts. Not all of us will agree on everything and what may not work for someone could be exactly what someone else needs to clear a dungeon. I could easily see her being used as a defensive sub in a dungeon like Hera-Is to buy some time but she's not a day to day sub you dungeon grind with.

    Does she make a good leader?
    In short - so, so. She can pair up with Freyja/FPG or Parvati to get by but look to FGP if you need a decent Mono-Green Team leader.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Immunity to All Water damage for 3 turns
    • Decent ATK rating
    • Decent RCV
    • Overall stats are really bad
    • Pathetic HP
    • Situational use ability, very dungeon specific
    [/table]



    Marine Rider Robin
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 544
    • ATK: 514
    • RCV: 64
    • HP: 1741
    • ATK: 1542
    • RCV: 96
    [/table]
    Nicknames: (Green) Rider

    Leader Skill: 2.5x ATK (for Attacker Type Allies)
    Active Ability: Water & Wood Orbs Change: Water Orbs >> Wood Orbs & Heart Orbs >> Water Orbs
    Ability Timer: 13 Turns (must feed same monster to get skill-ups at this time)
    Marine Rider Robin is not a really desired sub, but he can fill the void if your team is lacking an orb changer. Now the caveat to that is if you have a Parvati his active skill becomes almost meaningless, unless your whole goal is to simply remove heart orbs from the screen. I honestly cannot think of any good synergistic strategies with this guy. His skill isn't useless but it really does depend on how many water and heart orbs there are on the screen. If your whole goal is to change every orb (but light and dark) to green than you would still have to use Parvati's skill, so you are essentially burning one extra active. So its probably best to use this guy as a quick burst of green orbs to get by a lower level while preserving your big hitters for the boss.

    His stats are pretty bad outside of his ATK, which is nice no doubt. That RCV and those HP are abysmal though. At least the other green team members sporting these types of stats are more synergistic (e.g. Sasuke and Artemis) for the team. I would use him if your team is hurting for subs but you will definitely want to replace him pronto if you have a Parvati/Sasuke. His dual element is nice and gives him a bit of flexibility but its not good enough to make him wanted by Green Team users. While this sounds negative, think of him as a good solid temporary sub.

    He is only available through the REM. No replacement for him but he isn't needed nor is he a desired sub.

    Does he make a good leader?
    In short - no. No synergy for Mono-Green Teams and Attacker Teams aren't exactly popular/common. Though if you are really hurting you could use him as a 6.25 Attacker Team Lead.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Works in a pinch if lacking an orb changer
    • Good ATK rating
    • Dual element
    • Low RCV
    • Low HP
    • Conflicts with Parvati
    • Only available through the REM
    [/table]


    Fortoytops
    [table cellspacing=3 cellpadding=3 ]
    [​IMG] [/table]
    [table cellspacing=10 cellpadding=0 ]
    Level 1 Stats Level 99 Stats
    • HP: 649
    • ATK: 324
    • RCV: 149
    • HP: 2401
    • ATK: 810
    • RCV: 298
    [/table]
    Nicknames: (Green) Toy Dragon

    Leader Skill: Half damage from Wood and Water Monsters
    Active Ability: Guard Stance - Wood: Water Orbs >> Heal Orbs
    Ability Timer: 11 Turns (must feed same monster to get skill-ups at this time)
    Most people who use toy dragons use them as leads for the double resists.

    The ability is very nice. It is the same exact ability as Parvati so if you score multiple Toytops and have a Parvati you can use him for skill-ups on her. While his ability is extremely nice it is hard to recommend him as a sub because his stats are just so... bad. You have to fully level him (not worth it) just to hit a pathetic 810 on ATK. His RCV and HP are passable at 298 and 2401 respectively. If you need a defensive sub I would recommend Asgard over him. If you are hurting for subs or just like to play a defensive style of play though you can make him work. If you do that though, try to make sure you have a hard hitter in addition to Cu Chu and ADK, like Mechdragon Canopus. It's not an ideal sub layout but you could make it work. Just like you can use Parvati to generate more hearts for Cu Chu you can also use Fortoytops to do the same so there is some synergy value here. Really it depends on the style of play you are trying to achieve and what subs you have available to you.

    Does he make a good leader?
    In short - great resists. Toy dragons are one of few groups of monsters that provide double resists, outside of Gods. Not a good leader for Mono-Green Team however. Use him only as a resist lead for specific dungeons.

    [table cellspacing=2 cellpadding=0 ]
    Strengths: Weaknesses:
    • Works in a pinch if lacking an orb changer
    • Ok defensive sub
    • Skill-ups for Parvati
    • Low ATK
    • Mediocre stats overall
    • Only available through the REM
    [/table]


    SEE NEXT POST FOR TIPS & TRICKS​


     
  10. Niteblooded

    Niteblooded Well-Known Member

    Messages:
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    Joined:
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    RE: Mono-Green Team Appreciation Thread

    ___________
    TIPS & TRICKS
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


    I think a lot of tips (and tricks) are mentioned in the guide above, but I would like to break out some so they stand out. These are things I have learned while playing PAD that I personally have found to be very useful to me. By no means are they the best way or the only way. What is great about PAD is it gives you so many different ways to play the game and find your own style. Though who is against learning new stuff and seeing if it fits into their playstyle? I know I am always looking for newer and better ways. Someone's rank or post count really doesn't matter as they could be a vet themselves and just don't post much, or they might offer something of great value even to a veteran player as it could be a different way of approaching something. Most were a bit surprised of my rank when I started this thread - think I was in my 60s. So always be on the lookout for ideas regardless of who it comes from.

    That said, if you have any suggestions or ideas for this please section (or any section) feel free to share. If you contribute you get credit, simple as that. Taking other people's work isn't my style. Though I may not be able to include all ideas so be prepared to defend them. Not in a bad way though! If you say something that gets me thinking my natural inclination is to bombard with questions just so I understand it better. I am an INTP and that is how I process new material so don't take offense if I do that. :p

    I'm breaking this section into 3 basic groups for the time being. If I think of a better way to present this information I will reformat it.


    __________
    Basic Tips & Tricks
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    I FORMED MY MONO-GREEN TEAM BUT I AM GETTING WAXED!

    Have you leveled your monsters lately? Are they still unevolved? Cu Chu is indeed an awesome monster but if you still him have in his Highlander form that really isn't going to be of much help to you. I know farming Mystic Masks are a pain but it's gotta get done so get those Evo Mats ready and in the mean time farm XP Mats. Best way to level up your characters is two ways:

    1. Farm Emerald Kings - especially on 2x King Days
    2. Farm Emerald Pengdras
    The two monsters above are not the only ways as Green Moltdras (from Ancient Green Dragon dungeon) is another way and soon we will get Super King Emerald Dragons. If you are new to Pengdras I will tell you what you need and my own personal strategy to farming Pengdras. Let me state up front, this is by no means the best way ...it is simply my way and it works for me. The reason I use the order below is because little Emerald Dragons take up the most space and they feel useless in your box without the other mats, but they still provide 3k XP if you really need the space. Problem is the rotation is never the same so you have to be flexible for whenever this dungeon comes and having a Monster Box of 150 spaces is ideal. The other reason I prefer getting the Plants first is because they only come around 1 time a week. Technically you can get Dragon Plants from the Tower of Giants but I don't have much luck getting Plants from there. The Weekend is pretty much anything goes. I use it to farm money (for my mass leveling/evolving) so my monster inflow is pretty low. So getting to Monday with Plants sitting in my box isn't much hassle. Then I farm the Pengdras on 1.5x Drop Rate for Tech Dungeons. Then its just a matter of when they decide to release the Emerald Dragon Dungeon. It doesn't always work out in this order, but below is the order I prefer.

    1. Farm the Thursday Dungeon for Dragon Plants
    2. Farm Wood Pengdras ...best on Mondays when Tech Dungeons are on 1.5% Drop Rate
    3. Farm "little" Emerald Dragons
    The Emerald Dragon dungeon rotates weekly but not consistently. Watch PDX or PAD Wiki for the schedule.

    After you farm the necessary materials you can evolve them into Emerald Pengdras which give 45,000 XP to any Wood/Green based monster. I like to farm Fertile Land (Sunshine Through the Woods) for Wood Pengdras, especially when first starting out in the game. Due to the low STA cost of the dungeon it is still a great place to grab Pengdras even at high levels because there are so few monsters to compete with so I find the drop rate to be pretty good. I then use 1 Leaf Chimera and 1 Carbuncle, which drop from that dungeon, to feed my Wood Pengdra to level 10. Once it is level 10 and you have the other mats you can evolve him. You can also use 1 Leaf Chimera to feed another Leaf Chimera and feed that leveled up Chimera to the Wood Pengdra to get it to level 10 in the common chance that you find yourself with more Leaf Chimeras than evolved Carbuncles.

    Then we can look forward to this guy coming in version 5.2 of the game to give us 150,000 XP. :D


    Another way to increase your survivability is to use Susano or Earth Golem for their 50% damage reduction. They are meant for defense so don't expect them to have a high ATK number. So if you are having a hard time surviving than a defensive sub could be just what you need in order to survive a big hit from a tough boss. If you were lucky to score a Ceres than her RCV and ability could be what you need if you find you don't heal quickly enough. Archangel Michael is another one with extremely high RCV and an ability that can be used for Offense or Defense. These guys/gal may not score you the big hits but big hits don't matter if you aren't surviving anyway.


    WHAT ORDER SHOULD I LEVEL MY MONSTERS?

    Now that you know how to level your monsters the next common question is what order you level your guys in. I am going to make this very generic to fit most people because I know not everyone posts, but please feel free to post your scenario in the thread for a custom answer. This should give you a good enough idea that you can form up your own plan though.

    1. Level up and evolve your leader. Get them to at the very least level 30 in their evolved form.
    2. Level up and evolve your MSK at least to max level Dragon Knight form. If you evolve him to ADK, get him to at least level 20ish. (+/- a couple levels)
    3. Level up and evolve your Highlander to at least level 30 Cu Chulainn, the Green Spearman form. Idealy getting him to level 70 as soon as possible.
    4. Level up and evolve your other subs with a higher priority to the following: Parvati (if using her as a sub), Susano, Arch Angel Michael, Sasuke, Bastet, Ceres.
    There is not a huge rush to get to get Cu Chu from his Green Spearman form to his More Cu form if you are hurting for XP mats. His ATK stat takes a nose dive when you evolve him and you have to sink 3M XP into him to get that ATK back. What he does gain is HP. So if you are hurting for HP his More Cu form is one way to achieve that. If you are using a Wood Mech Warrior Asgard though and you are good on HP than that priority goes down a bit. One caveat I will offer to holding back though is in the 5.2 release of the game he gains an Ultimate Evolve form in which he gains additional stats (100 HP, 50 ATK, 30 RCV) as well as a sub-element of Darkness. That sub-ele will attack for 30% of his ATK stat whenever you match 3 dark orbs. It does get boosted by any Wood/Dark Leader ability that modifies stats. So if you do hold back on evolving him just realize there is some good pros to evolving him your first opportunity. As long as we are still on 5.1 though, there is no huge rush and its a good excuse to work on your other subs. One other thing on Cu Chu, in his Green Spearman form his stats are still rather lackluster in the early levels and they really take off in his last 30ish or so levels, so getting him to max level should be a high priority.

    Also Dragon Knight (DK) has some fairly decent stats when max level, far underrated if you ask me. So if you are starting from scratch on your Mono-Green Team and need to bring them up one by one this is another piece you can stall on. Only reason to rush evolving him is if you want to run an ADK Team and that is totally your call there. Once you do evolve him though I highly recommend getting to level 48 or higher as soon as you can. So why is 48 the key number with him? Simple, that is when he breaks the 1000 ATK barrier. There is a HUGE difference between your monsters that only have 800 ATK and those with 1000 ATK.

    The highest priority of all though is: Take good care of your leader and they'll take good care of you!

    Getting your leader from unevolved status to evolved should be your #1 Priority above all else, especially if its a God like Parvati, Freyja, or Artemis. Reason being is they are your cash cow, especially early on in the game. They gain huge stat increases per level. Also many of them gain useful features to their leader ability once evolved. For example Artemis only provides 2x ATK unevolved. When she evolves she gains 2x HP so now she boosts your team by 2x HP, 2x ATK. That's a great way to double your HP! The other huge advantage to leveling up your leader, even once evolved, is it helps your friends out. No doubt you probably find yourself using your stronger friends to help get you through tougher dungeons. Well if your monster is higher level than your friends are most apt to want to use your monster. This means you help your friends and you get more PAL points - nothing wrong wit dat!

    A general philosophy many like to follow is this:

    1. Get leader evolved and level 50
    2. Get subs evolved and level 50
    3. Get leader leveled to 70
    4. Get subs leveled to 70
    5. Max level leader
    6. Max level subs
    That said take what I described above this flow as deviation to that theory, but that flow still works despite it being very general. Get your leader evolved and leveled up to 30-50 as soon as possible. Take good care of your orb changers (Cu Chu and ADK), and get some decent subs in place. Then max level your leader. Then work on your subs incrementally to where you get the most bang for your buck (most stats per level). I tailored this whole advice to the Most Stats / Level strat the best I could in as few words as possible. It's in those first two paragraphs above talking about Cu Chu and ADK. After that it is going to be very situational based on what subs you have available to you.

    I am a huge fan of PDX. I am constantly using that website before I feed any monsters. If I have say 14 Pengdra (630,000 XP) to give I go to that website. Then I play around with each of my monsters seeing how many levels they get for that 630k XP. Using the graph there I see how much HP, ATK and RCV is earned in those levels. This tells me who is getting the most benefit from the XP I am about to dump into them. I also have goals in mind for my team. For example, when I replaced my Wood Mech Warrior Asgard with Susano my HP tanked dropping my base Hit Point pool below the 10K it was at to 8k. So my goal was to get Susano leveled up to where he provides 2k HP and 1k ATK ...which is level 69. I also evolved Cu Chu to More Cu to gain some of the HP I lost and I also used Susano to gain back the ATK I lost from Cu Chu's evolve. So even though More Cu lost some of his ATK I came out ahead because Susano gives the team more overall ATK than Asgard and his lousy ATK does.

    A good general goal for a mid-leveled Mono-Green Team, before stat modifiers or friends, is:

    • 10,000 HP
    • 5,000 ATK
    • 1,500 RCV

    Once you get your monsters leveled up you will pass those numbers, but if your team is sitting at those numbers (or close to) you should be able to take on any of the weekly special dungeons and Master level Dragons. You can also possibly take down Legendary level dragons, such as Ancient Dragons, as long as they don't have insane DEF / ATK (i.e. Bowmore has 720k DEF) with a pure Mono-Green Team. You can even do those dungeons before you reach those numbers. For example, I was taking on the Mystic Mask, Sprite Expert and RK dungeons when my team was only 7k HP, 4k ATK, and 1K RCV. Doing Legendary/Master Dragon runs though you will definitely want to be as close as possible to those stats or higher. If you are higher then obviously you just gotta watch out for specialty monsters, like Bowmore who has 720k DEF and can OKHO any team out there.


    __________
    Ability Combos
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    Let's discuss some of the possible ability combos you can peform. An important to keep in mind is that you do NOT do more damage simply turning the whole board green ...unless you are using a Mythical Beast (e.g. Griffin) that boosts orb damage. Even simply using Freyja's ability is not enough. This game rewards multiple combos more than it rewards 1 combo of all 30 orbs. To put it into perspective, someone not using an orb enhance ability can do more damage than someone else who turned the whole board green and used Freyja's ability. How? Simple - by scoring more combos. A good way to do this is to use the non-green orbs to divide up the screen to force additional combos. So don't waste all your abilities at once trying to turn the whole board green!

    Keep in mind if you have a Freyja or Griffin you can use their ability in combination with any of these combos to enhance the damage potential.


    MOST BASIC COMBO

    Fire + Heart orbs »» Wood Orbs

    This combo won't buy you much. Much of your board better be fire and heart orbs before you use this combo otherwise it will not do a whole lot of damage. If you simply need to get through a wave of demons and the board put an embargo on your green orbs this is a nice quick way of getting through a round. Both of these guys can be skilled up and even at their default cool down rate it is possible to get them back up when you need them again.


    BETTER COMBO
    OR AND
    Water + Fire + Heart orbs »» Wood Orbs

    This is one of my standard combos. The great thing about this combo is that it clears all but the Yellow & Purple orbs. If I have a turn to waste without any real danger I typically clear the board if there are way too many purple and yellow orbs. If possible I try to divide the screen up with the purple/yellow orbs so the green is cut in half. It can mean the difference of doubling my damage if the cascade is even somewhat decent. If no cascade it is about the difference of 10-20k per monster.


    COMPLEMENTARY COMBO
    FIRST, THEN
    Light + Dark + Fire + Heart orbs »» Wood Orbs

    I usually do this combo right after the combo above ("better combo") for a second tag team hit. This would be a great one to tag up with Freyja/Griffin because the only orbs left is Water, so if you have 6 water orbs you can divide up the screen nicely and make a super powered combo. You can also swap Artemis with Cu Chu and ADK if needed.


    DAMAGE & HEAL COMBO
    FIRST, THEN
    Light + Dark + Fire + Heart orbs »» Wood Orbs + Heal Orbs

    Like with the above combo, you can also swap Artemis with Cu Chu and ADK if needed. This combo is why I like Wood Dominion Michael. Just like Parvati he is flexible in that you can use him for both offense as well defense, though his HP and ATK is fairly low in comparison. Where he gains in advantage over Parvati though is that you can still do damage and choose to heal at the same time. This is a good combo to use when you are injured and you need to heal up but still cause mass damage. Just make sure you have enough Dark orbs to generate hearts for you before you use Artemis/Cu to break the already existing Heart orbs.


    GREATER HEAL & DAMAGE COMBO
    FIRST, THEN AND
    Fire + Heart orbs »» Wood Orbs ... THEN ... Light + Dark + Water »» Wood Orbs + Heal Orbs

    Like with the above combo, you can also swap Artemis with Cu Chu and ADK if needed. This combo is why I like Wood Dominion Michael AND Parvati. With this combo you are left with nothing but Wood orbs and Heart orbs. If you have enough you can divide the green orbs with heart orbs and possibly make some additional heart combos as well. Unless you are still hurting for heart orbs this combo should have no problem filling your HP back up and still doing mass damage. Unlike the above combo you don't have to be too concerned with how many Dark orbs are on the field before popping this ability but it is still possible to get trolled on two colors at the same time. So its not a bad idea to see how many Dark and Water orbs will create heart orbs for you, especially since you can start planning your combo multiplier.


    FULL DAMAGE COMBO
    OR FIRST, THEN THEN + AND / OR
    Light + Dark + Fire + Heart orbs + Water Orbs »» Wood Orbs + Orb Damage Enhance

    All orbs turn green - this can also be accomplished by Zeus-Dios when he arrives. Freyja enhances each orb by giving them 1.5% more damage. Griffin will give all Wood Orbs currently on the board a + notation. Each matched + orb will raise the final Wood-type damage by 6%. Combined it will be 195.3% before leader multipliers and elemental boosts/decreases. If any other green orbs cascade down and cause more damage they will be boosted by Freyja but not Griffin. This combo should be able to OHKO all but the toughest bosses.

    In v5.2, Griffin, King Woodsie and Zeus-Dios (...and Freyja if you can fit her in) will be the ultimate damage combo team.


    _______________
    Intermediate Tips & Tricks
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    Now to put the above tips and tricks to work in real world PAD scenarios.


    __________
    Stalling
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    In order to get abilities you have to successfully match at least 3 orbs to knock one turn off the cool down timer. So if you are trying to charge Artemis you need 17 turns of making combos. The combos do not have to do damage. So if you are going up against a tough dungeon and the beginning floor/s offer you no challenge but you know the remaining floors will than one option is to Stall. Stalling is making simple combos that do not do any damage. While stalling many players like to stash orbs, wood (or heart) orbs. One typical strategy is to store the orbs you are stashing either on the left side or right side of the screen and use the other side as your playing field. Another popular strategy, and probably the most common, is to store your orbs in groups of 4 in each corner. Both styles offer their pros and cons


    As the monsters progress in difficulty it becomes increasing hard to stall. An example of this are the demons in Descended dungeons. They hit for 3-7k every turn and sometimes have a defense anywhere from 3-6k. In scenarios like this you definitely want your monsters fully evolved at least level 30+, ideally 50+. You will need to become familiar with how much damage your team puts out so you can do as much damage as possible with as little wood orbs as possible. So match 3 wood orbs and try to chain 5-6 other color combos if facing a wave of demons of 4 or more. Try to reduce your enemy to 1, match non-wood orbs and heal either every other turn or every second turn taking as many non-woods in your combo as possible.

    Stalling is an acquired skill that takes practice and something every PAD gamer must learn. It is even more critical for those running Egyptian God Teams. Everyone focuses on orb matches being the hardest thing for a Ra/Horus Team but stalling is just as critical.

    Parvati and even Michael are great for stalling because their skills do not take too long to charge so if the board starts trolling you by withholding heart orbs from you, you can use Parvati or Michael to help in a pinch. Try to save them for when you really need them though as you may be in a recoverable state and just need to make a really good combo with your 3 remaining heart orbs.



    __________
    Wednesday & Friday Dungeons
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    These are very easy with a decently leveled Mono-Green Team. You don't even have to be fully evolved or leveled high ...and running these dungeons with Mono-Green is far more fun and safer than a Zombie/Resolve Team. Once you get your Mono-Green Team up and going you can pretty much dump your Zombie/Resolve Team for good.

    When you are first starting out and your monster levels aren't high ensure you stall on the first floor and stash as many Green orbs as you possibly can - see pictures/tip above (stay tuned for picture). Your biggest nemesis will be an unlucky cascade. This is where you match 3 orbs that won't do any damage but a new Wood orb (or orbs) come down taking out the ones you were stashing. It happens to everyone. Best way to avoid this problem is to store orbs on one half of the screen (left/right or bottom) and use the other half as your playing field to clear unwanted orbs. You will learn to spot possible trouble spots and clear those big groupings before a cascade does it for you.

    Now that you stalled, built up your cool down timers and have at least 8 green orbs you can use the next 3 green orbs that fall to wipe out the current floor you are on. If a Divine Mask (3 eye mask that hits for 9,999) or a Dub-Sprite (sprite carrying two orbs) appears you want to hit that first. If more than one appear, take out the one on the shortest timer. A Divine Mask will take 3 rounds of 3 green orbs so you want to try and match other orbs before you match your green orbs so can possibly score more green orbs on your field. A Dub-Sprite will only take 2 rounds of 3 orbs. The nice thing about running Mono-Green, especially if you are using a 3xHP, 3xATK, 1.5xRCV Team, is that you should have plenty of HP to absorb at least 2 blows if not 3.

    Say you take out the first Divine Mask and you have 2 more to go. One of them has 2 turns left and the other has 3 turns left. Target the Divine Mask with 3 turns left because you won't kill the one with 2 turns left in time and then you will get hit by both masks.

    These dungeons are very simple as long as you remember a few things:

    • Stall for time on the easy floors - sometimes it is just the first floor so be prepared
    • Store wood orbs while stalling, especially when you are first starting out
    • You probably won't penetrate their defenses (60,000) so keep in mind how many turns it takes to defeat them at 1pt of damage per monster
      • Divine Masks have 18 HP - 3 turns (if no prior damage)
      • Mystic Mask has 15 HP - 3 turns (if no prior damage)
      • Dub-Mythlit has 15 HP - 3 turns (if no prior damage)
      • Dub-Sprites have 10 HP - 2 turns (if no prior damage)
    • Mystic Masks and Dub-Sprites can appear on earlier stages but only hit for 4k and 7777 damage
    • Demon Masks have an attack turn of 8 turns
    • The Red Demon Mask may take more than 1 turn if you only do a single 3 green orb combo

    If you have a Bastet she is great for the Wednesday and Friday dungeons. I usually save her for the last floor since her ability takes so long to charge. Use her ability and a simple 3 green combo will damage all three monsters. If you do have Bastet you can also use your other orb producers to generate mass attacks on the previous floors.

    Use your abilities and have fun. Oh and don't forget to dissolve your Zombie Team. No point in it taking valuable monster box space. :p



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    Tuesday Dungeon - Rainbow Keeper
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    Not much different than above to be honest. Stall where you can to build up abilities because you can't rely on a Light/Dark Keeper popping. Just make sure your team can take a 23,000 hit and can recover those HP in 5 turns. It can be pretty rough with a rag tag low level group. You may have to run a 3/3/1.5 group to get enough HP, but realize you are only getting a 1.5 multiplier on your RCV so all of a sudden subs like Michael, Susano, Ceres and Wood Mech Warrior Asgard become very valuable. Even Bastet can be quite useful since she provide good RCV, though her ability will be useless on this dungeon.

    While this dungeon is easily doable for a Mono-Green Team I highly recommend all new players to group with an Odin friend. As long as you remember to heal back to Full HP before RK hits you again it makes the dungeon very trivial. Mono-Green Teams will boost Odin's stats so even though it is not a traditional Mono-Green pairing it is still a very effective one.



    _____________
    Advanced Tips & Tricks
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    This section will probably take a lot longer to fill out since I don't consider myself an expert by any stretch but some of you may be quicker studies and this video is just too cool to not share.


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    Advanced Combos for the Experts
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    Remember when I talked about how chaining combos will always give you better damage over a full board switch (not counting orb enhancers like Griffin/Freyja), well this guy took it a step further. He is using the ability Change the World to have time to set these combos up so its not entirely realistic to incorporate this into your daily dungeon grinding experience but it really shows how you can take advantage of combos generating more combos as they cascade down. The pattern he uses is quite simple to see so just follow how the bottom combos activate orbs above into future combos.

    [video=youtube]http://www.youtube.com/watch?v=rsxry5T6AE0[/video]



    ___________
    MONSTER STATS & RANKINGS
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    Deciding which subs you want can get tricky especially when your monster box grows. At some point you want to know which monsters provide the best stats and many times you want to know which monsters fit the team you built best.

    Now these are only stats so don't forget about abilities as some monsters sacrifice stats for their abilities.

    For a raw comparison of who's Best of the Best, this reference ranks amongst the best though its not specific to Mono-Green:


    This next piece was created by fellow PAD Forum (@ PF) Member stickx. This IS specific to Mono-Green Team and it quickly breaks down all the green monsters to release 5.0 and few into release 5.1.

    It is sorted by Egg Currency. That is where you take the monster's total HP and divide it by 10, divide their ATK by 5 and RCV by 3. Why by 10/5/3 for the different stats? That is what you get for each +egg.

    Take Love Deity Feline Bastet for example:
    • 3010 HP / 10 = 301
    • 1107 ATK / 5 = 221.4
    • 585 RCV / 3 = 195
    • 301 + 221 + 195 = 717

    Egg Currency gives you a quick glance of who has the best stats but it ignores Abilities and Leadership Skills. So for those of you wondering why Artemis is so low its because she sacrifices stats in exchange for her Leadership Skill (2x ATK 2x HP) and her ability (changes both Fire Orbs and Heal Orbs to Wood Orbs).

    So its not all about Egg Currency but it gives you an idea of whether you really want to sink 4M XP into a Skydragon for example - answer is No by the way but mostly because you will have to sink over 2M before he is even somewhat useful.

    [​IMG]


    SEE NEXT POST FOR ...

     
  11. YellowG

    YellowG New Member

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    RE: Mono-Green Team Appreciation Thread

    If Freyja is not evolved, Freyja first.
    Then work on Dragon Knight = Highlander > Susano.
     
  12. Niteblooded

    Niteblooded Well-Known Member

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    RE: Mono-Green Team Appreciation Thread

    That is awesome! I didn't know her RCV is so high. I also didn't know the ninjas varied that much ...so blue gets insane RCV and green gets insane ATK. I'm jealous ...because you actually have your ninja! While the RCV on your ninja is nice what I like most is that yours gets rid of purple and we have no way doing that. Sasuke only gets rid of blue, which Parvati can do.

    I been thinking of optimal team spreads and because Sasuke's is only blue orb, I been debating how many orb changers one really needs. Sometimes I can't use my orb changers enough and other times I don't even need them. Though Sasuke really makes up for it with that 1700 ATK rating. I think that alone makes him a worthy candidate regardless of which leader you have.

    As far as the RCV # goes, mine is actually over 1200 and my team is quite immature. Parvati is only level 51, Bastet isn't even evolved yet and only level 30 at that, Cu isn't evolved (waiting to rank up), ADK is only level 14. So I still have quite a bit of room to make up on RCV, so I don't think the gap is as big as you might think. It does look like blue has the advantage though. My closest sub to your Ninja would be Bastet who provides 585 RCV when she is fully evolved and leveled up. So I personally wouldn't stick Alarune or Ceres in simply for RCV since I have a Bastet. I would stick Alarune or Ceres in for a different reason ...buuut I'm still working on the strat for that.

    Out of curiosity, what are your team stats for ATK and HP as well? Seems like green is trading off RCV for ATK.

    Oh and what is your HP with your I&I + Hermes combo?

    Also I agree, on the Griffin/Kraken. Still not sure what to write up for Griffin yet. No rush on him anyway since it will be awhile before anyone can farm for him. Though I do need to add the mech dragon, griffin, and marine rider. So much to write yet still. lol
     
  13. Sederien

    Sederien New Member

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    RE: Mono-Green Team Appreciation Thread

    I don't have time to post more, but I can answer this for the moment:

    HPx2: 20914
    ATKx4: 23964
    RCVx2: 4108

    I&I: max
    KS: 45
    BWNH: 44
    StE: 29
    FKK: 41
    CDH Friend: 51 (or slightly higher)
     
  14. Back 5

    Back 5 Active Member

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    I am running Bastet as my Wood lead. Should I switch to a fully evolved Gaia Brachys insead? I typically will pair my Bastet with an Artemis for the HP and attack boost.
     
  15. Sederien

    Sederien New Member

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    If you have an Artemis friend already, I would...
     
  16. YellowG

    YellowG New Member

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    Pretty much stopped leading with Bastet, just using her as a sub now. Her stats are pretty darned amazing, anyways, as is her skill. :p
     
  17. Back 5

    Back 5 Active Member

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    How I wish I could get a Parvati or Freyja or even Artemis :D

    In the meantime, I will keep Bastet as my Wood lead and switch over to Gaia Brachys when I farm up more rainbow keepers.
     
  18. digitalrice

    digitalrice Member

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    Back 5...

    Roll for Artemis / Godfest or cop a Zeus? haha!

    Either way, drop them stones son!
     
  19. YellowG

    YellowG New Member

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    ^
    dream team, but I'm stuck with a Susano for Parvati :p
     
  20. Niteblooded

    Niteblooded Well-Known Member

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    RE: Mono-Green Team Appreciation Thread

    Wow, so your base attack is still at 5991. That's insane your base stats are so high. There is a bigger gap on ATK than on RCV, so did not expect that. Are you counting your Hermes friend in that total stat pool?

    I did work on Bastet but my stats are still quite a bit lower. Bastet (820) and Asgard (762) are holding me back on ATK. I could evolve Bastet but sounds like she mostly gains HP in evolved form and I'm already sitting at 34k HP with an Aretmis friend.

    Parvati: Level 62 evolved ...tho Skill Level = 2 so yay!
    Bastet: Level 50 unevolved
    Cu: Level 70 unevolved
    ADK: Level 14
    Asgard: Level 31

    My Base Stats with the above team (no friend):
    RCV: 1335
    ATK: 4907
    HP: 9494

    I do have two free rolls so I will roll tomorrow and maybe if I'm lucky I will land an Artemis and replace that Asgard with him. Would be nice if I scored her or Sasuke.
     

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