[Team Building] Mono-Red Appreciation Thread V.2

Discussion in 'Team Guides' started by Vixen, Jan 27, 2014.

  1. Vixen

    Vixen Active Member

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    Mono-Fire Appreciation Thread V.2.0

    [​IMG]


    Table of Contents
    I. Introduction

    a. Tier List
    II. Traditional Leaders
    - Tyranos, Freyr
    - Ares, Odin
    - Uriel, Rogue
    - Shiva
    - Urd, Ame no Uzume, Wangren
    - Yamato, Krishna, Ifrit
    - Minerva

    III. Type Leaders
    - God
    - Dragon
    - Attacker
    - Devil
    - Physical
    - Healer
    - Other Leaders
    - Combo
    - Farming

    IV. Subs
    - Utility
    - Orbs Changer
    - Damage
    - Armor Break

    V. Combos
    VI. Weekly Dungeons Guide

    - Tuesday
    - Wednesday
    - Thursday
    - Friday

    VII. Registry
     
    Last edited: Aug 31, 2016
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  2. Vixen

    Vixen Active Member

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    Fire Tier List

    Presently working on an easy to update tier list with Fire monsters. I'll elaborate on why the monsters are tiered the way they are.


    1 Big Damage
    2 Heart Cross Damage Reduction
    3 Utility or Flexibility

    Tier 1
    Not Available yet in EN.

    Tier 2

    Not available in EN yet.

    Tier 3

    Tier 4

    Honorable Mentions


    Tier 1
    These monsters can tank and survive dungeons with extra health or defense but must have late-game dungeon clearing attack. These monsters are the best fire leads you can have presently.
    They must deal over 100x damage when paired with themselves.
    Tier 2
    Tier 2 monsters have either survivability and damage exceeding x64 or just damage over x100 with stupidly easy requirements.
    Tier 3
    This tier has respectable damage or survivability. They typically lack in some areas such as limited subs or sub-par damage.
    Tier 4
    These cards are OK but either lack defense or damage to be top tier.
    Honorable Mentions
    These cards are all very viable still and do a fair bit of damage. They were good before but have fallen off.
     
    Last edited: Sep 9, 2017
  3. Vixen

    Vixen Active Member

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    Pure Fire Leaders
    For a leader to be a TRUE fire leader, it must have a leader skill which is beneficial to any Fire Att. Monster. This excludes leader skills which focus on monster types such as commonly seen, Attacker, Physica, & Devil Types. Those leaders are simply other leads with a main fire attribute, but will be discussed below.

    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]


    Stat Modifier Leads
    These leaders increase your overall stats. By mixing and matching them, they will affect your play style.

    Freyr
    [​IMG][​IMG][​IMG][​IMG]
    HP/ATK/RCV: 2575/1652/437
    Type: God / Attacker
    Leader Skill: x2ATK x2RCV for Fire Att. and Attacker types
    Active Skill: Flame Enhancement - 1.5 Fire Att. ATKs for 3 turns ( Fire Monsters ATK x1.5 for 3 turns)
    Cool Down: 17 Turn (9 minimum)
    Awoken Skills: [​IMG][​IMG][​IMG][​IMG]

    Freyr is the original #1 Fire leader. He was giving ATK and RCV before Tyrannos and allowed for stall teams with great attack. x1HP/x4ATK/x4RCV used to be an old team style focused on near infinite sustain and moderate damage. When Greek & Roman Gods 2.0 came out, he became half of the puzzle with Ares creating the x2HP/x4ATK/x2RCV teams. These teams were the most balanced teams we had ever seen and could sustain well and deal great damage.
    Freyr has good stats and has been buffed several times. He has good RCV which was a weak point in fire team line ups.
    Freyr’s active skill does everything you want for sustained damage and burst damage. x1.5 enhanced fire attacks for 3 turns. This works perfectly with Echidna subs and is usually enough to clear all but the toughest of enemies when the board is set properly. Freyr teams can still clear most dungeons when played properly. There is little that fire teams can’t conquer.
    Freyr makes a great sub because of his damage modification, well balanced stats, and good awoken skills.

    Recommended Helpers: Ares (x2HP/x4ATK/x2RCV), Red Odin (x1.5HP/x5ATK/x2RCV)

    [​IMG]


    Firedragon Grand Tyrannos
    [​IMG][​IMG][​IMG][​IMG][​IMG]

    HP/ATK/RCV: 2145/1214/231
    Type: Dragon
    Leader Skill: Power of Firedragon : 2x ATK & RCV for Fire Monsters
    Active Skill: Fire attack x 20x of your ATK. Fire attribute ATK x1.3 for 2 turns.
    Cooldown: 30 Turn (8 minimum)
    Awoken Skills: [​IMG][​IMG][​IMG]

    Tyrannos has always been a leader but with his ultimate evolution he’s more viable than he was in his previous years. His active skill and stats are inferior to Freyr in every way.
    His stats are below average, his active is lack-luster. He makes for a poor sub. There are better options out there.

    Recommended Helpers: Ares (x2HP/x4ATK/x2RCV), Red Odin (x1.5HP/x5ATK/x2RCV)

    [​IMG]



    Ares
    [​IMG][​IMG][​IMG]
    HP/ATK/RCV: 2912/2244/0
    Type: God / Attacker
    Leader Skill: Secret Art of the War Deity: x2HP x 2ATK for Fire Att. and Dark Att
    Active Skill: Double Attack Stance-Fr - Changes Water & Heal Orbs to Fire Orbs
    Cooldown: 16 turns (9 Minimum)
    Awoken Skills: [​IMG][​IMG][​IMG][​IMG]

    When Ares was released he had the highest ATK of any monster. After numerous updates, he has remained his title of the King of Attack damage.
    Greeco-Roman 2.0 release also completed the 2/4/2 puzzle giving birth to a new meta. Fire originally lacked many important subs in the game but now that there have been more releases there is nothing holding these teams back.
    Ares boasts the highest ATK damage. He is his own armor breaker when attacking. He has good HP as well. He has low RCV but if you have the highest ATK in the game you should be happy that you do not have negative RCV.
    His active skill is good. A double orb changer that can be skilled up to a very usable burst. He can replace a faster orb-maker.
    Ares’ awakened skills are interesting to say the least. He offers 40% blind resistance which is the least important of the three status effects. Even so, he offers some utility with this and still offers a skill boost and one row enhance. He would benefit greatly from a two-pronged attack but I guess we can keep dreaming. Ares benefits more from Row boosts than pronged attack for damage.
    As a sub he is good as long as you need an orbs changer and can replace an armor breaker.


    Recommended Helpers: Freyr (x2HP/x4ATK/x2RCV), works will all other leaders well


    Phantom Odin (Rodin)

    [​IMG][​IMG]

    HP/ATK/RCV: 4059/2043/154
    Type: God / Attacker
    Leader Skill: Song of Valhalla: x1.5xHP/2.5xATK for all Fire and God Type monsters
    Active Skill: Destroying Lance Gungir: Deal dark type damage equal to 50x user’s ATK to all enemies. Affected by enemy element and defense. Poison all enemies (10x the user’s ATK) each turn ignoring element and defense.
    Cooldown: 20 turns (15 min)
    Awoken Skills: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]


    Rodin is closely related to his older brother, Bodin. They were considered more of “stat sticks” Gods with great stats but aren’t particularly useful for anything else. With awoken skills and updates, they have been buffed to leader usability.
    Rodin’s active skill is also Fire team’s strongest poison. With his high attack he makes the most use of his poison. His RCV is lackluster and as such is not as ideal of a stat stick. It can be leveled up through Phantom Tamadras.
    Rodin’s awoken skills are identical to Bodin’s. He functions well in Row Boost teams and speeds up starts with 3 skill boosts.
    As a sub he is tends to be better than a leader. He is viable as a leader now because he has a small HP boost. Previously he did not have this. His leader skill is more ideal than Ares’ x2HPxATK because ATK has become the most important modifier in the game.

    Recommended Helpers: Freyr, any one works with him well honestly.

    Uriel
    [​IMG][​IMG][​IMG]
    HP/ATK/RCV: 2545/1392/606
    Type: God / Dragon
    Leader Skill: Red Angel’s Revelation: x2HP, x1.35ATK, x2RCV for all Fire type monsters
    Active Skill: Miracle of Fire - All Light orbs become Fire Orbs, all Dark orbs become Heart Orbs
    Cooldown: 13 turns (8 min)
    Awoken Skills: [​IMG][​IMG][​IMG][​IMG]


    Uriel has never really found a proper home. He’s always been kind of an awkward turtle. This was because Fire teams had no gravity and no poison until the recent year. By the time that dungeons began dealing over 80,000 damage, x4HP/x1ATK/x4RCV teams faded away out of popularity. Luckily, many dungeons DON’T deal over 80,000 damage, and Fire has Rodin for Poison as well as Hera for gravity now. This means tank teams are still usable.
    The main use for Uriel is as a temporary leader. Uriel can be switched into Wangren and nuke boss floors when your team is at full health.
    Uriel’s active skill is versatile. He can create fire and heart orbs. The important part about Uriel is that he does not change Heart Orbs or Water Orbs, which are the easier to access orb changers. It starts at relatively low cool down to begin with.
    His awoken skills are good. They offer everything you need, including utility.

    Recommended Helpers: Ame no Uzume, Shiva, Uriel


    [​IMG]



    Shiva
    [​IMG][​IMG][​IMG][​IMG]
    HP/ATK/RCV: 2712/2144/0
    Type: God / Attacker
    Leader Skill: Secret Art of the War Deity: x2HP x 2ATK for Fire Att. and Attacker types
    Active Skill : Double Attack Stance-Fr - Changes Water & Heal Orbs to Fire Orbs
    Cooldown: 16 turns (11 Minimum)
    Awoken Skills: [​IMG][​IMG][​IMG][​IMG]


    [​IMG]


    HP Dependent Leads
    The amount of damage these leaders deal is directly dependent on your health bar. A healthier health bar means more damage! Sometimes this can be good, but if you're in a pinch it can be the end for you. Think carefully about your team and the dungeon you enter. A single pre-emptive strike can end your campaign.

    Urd
    [​IMG][​IMG]
    HP/ATK/RCV:
    Type:
    Leader Skill:
    Active Skill:

    Cooldown:
    Awoken Skills:


    Ame no Uzume
    [​IMG][​IMG][​IMG]
    HP/ATK/RCV: 2712/2144/0
    Type: God / Attacker
    Leader Skill: Secret Art of the War Deity: x2HP x 2ATK for Fire Att. and Attacker types
    Active Skill : Double Attack Stance-Fr - Changes Water & Heal Orbs to Fire Orbs
    Cooldown: 16 turns (11 Minimum)
    Awoken Skills:


    Wangren
    [​IMG][​IMG]
    HP/ATK/RCV:
    Type:
    Leader Skill:
    Active Skill:

    Cooldown:
    Awoken Skills:

    Orbs Combo Requirement Leads
    These leads require you to match orbs a certain way or a certain amount of orbs. You may not be able to activate their leader skill 100% of the time because you need to meet the leader skill requirement. They work better with a different leader.

    Gadius
    [​IMG]
    Eternal Dragon Pact - Sedin - All attribute cards ATK x2 when reaching 1 set of Heart combo. ATK x4 for each additional combo, up to ATK x6 when reaching 2 combos.

    Honestly I was updating this but I pressed the wrong button and lost all my work so. Condensed thoughts about Gadius.
    Gadius does poorly with heartbreakers but works amazingly well with most any other orbs changer. Phoenix, Minerva, Chiyome are top picks here. He has the highest RCV of any usable fire lead which means your team should be able to heal and make up for lack of RCV from other monsters. He can be quite conditional to use and he requires a heart maker on your team. Drall, Mitsuki, Yamato pair well also.

    Yamato
    [​IMG][​IMG][​IMG]
    HP/ATK/RCV: 2712/2144/0
    Type: God / Attacker
    Leader Skill: Secret Art of the War Deity: x2HP x 2ATK for Fire Att. and Attacker types
    Active Skill: Double Attack Stance-Fr - Changes Water & Heal Orbs to Fire Orbs
    Cooldown: 16 turns (11 Minimum)

    Krishna
    [​IMG][​IMG]
    HP/ATK/RCV:
    Type:
    Leader Skill:
    Active Skill:

    Cooldown:
    Awoken Skills:

    Ifrit
    [​IMG]
    HP/ATK/RCV:
    Type:
    Leader Skill:
    Active Skill:

    Cooldown:
    Awoken Skills:

    Damage and Resist Leads

    These leaders allow your team to deal damage. Instead of increasing another stat, they reduce incoming damage from specific elements. They are niche leads that may or may not help more than other leaders.

    Minerva
    [​IMG][​IMG][​IMG][​IMG][​IMG]
    HP/ATK/RCV:
    Type:
    Leader Skill:
    Active Skill:

    Cooldown:
    Awoken Skills:
     
    Last edited: Aug 31, 2016
  4. Vixen

    Vixen Active Member

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    RE: The Mono-Red Appreciation Thread V.2

    III. Subs

    A. Utility

    1099 Echidna


    HP/ATK/RCV: 1277/1349/650
    Type: Healer
    Active Skill: Menace - Delays 3 turns to all enemies
    15 Turn Cooldown (10 minimum)

    Fire teams can be defined by only one monster, Echidna. Sad as it sounds, her 10 turn stall is one of the strongest skills in the game. Once her dungeon comes out, I recommend you farm for one. If you have one and you’re serious about having her as a member of your team, then I highly suggest you max skill her. I currently have 3 Max skilled Echidna’s on my roster and I have one more in the works for <10 DC teams.
    Fire teams rely on her for her Excellent RCV, at 650, she has more RCV than any fire monster. She’s so useful that she’s worth +297ing.
    Her recent ultimate evolution buffs gives her more attack power increasing her viability in all teams.

    1707 Twilight Sorcerer, Chester


    HP/ATK/RCV: 2455/1410/172
    Type: Dragon/Devil
    Active Skill: Gravity Room - Reduce 10% of all enemies' HP. Ignore enemy element and defense. Change Jammer & Poison orbs to Heart Orbs.
    12 Turns (8 minimum)

    Chester is a utility God - even though he's a dragon/devil. I cry knowing that my own team doesn't have him. He comes with a +0.5s and 3 skill block awakened skills. This means he is utility on top of utility. Any team you throw him into will benefit because he has a gravity and a timer increase as well as decent stats. He is also a great counter to bosses that make Jammer and Poison orbs, turn their strengths into their weakness and capitalize with a good heartbreaker and nuke bosses like this.
    He's listed at the top here because he's one of the best utilities in the game.

    1232 Cao Cao


    HP/ATK/RCV: 3195/1856/27
    Type: God / Attacker
    Active Skill: Carving One's Own Path - Delays 1 turns to All Enemies. Changes Water Orbs to Fire Orbs.
    14 Turn Cooldown (10 minimum)

    Cao Cao is a goood utility sub. His only drawback is that you can't skill up his active yet. Most mono-fire teams don't need more than two turns to completely nuke a boss so 1 turn delay is really all that's needed. His only downside is his lack of RCV.

    316 Mech Warrior Jotunn


    HP/ATK/RCV: 5074/915/5
    Type: Physical
    Active Skill: Defensive Stance - Reduce 50% damage for 3 Turns
    20 Turn Cooldown (15 minimum)

    Jotunn is a wall, he turns your low HP teams into tanky monsters. He can be easily skilled up from Tuesday dungeon Keepers. He suffers from terrible RCV, but often times his active skill is worth having around, and he’s farmable as a sub. He costs 17 so he’s not terrible to have on your team if you’re a newer player. Learning how to use his defensive stance will really help out in the future too. Obviously though, there are better subs.

    1108 Phantom Odin


    HP/ATK/RCV: 4059/2043/154
    Type: God/Attacker
    Active Skill: Destroying Lance, Gungir - Inflict 50x your attack as dark damage to All enemies by element and defense. Poison damage of 10x ATK to All Enemies every turn. Ignores enemy element and defense.
    15 Turn Cooldown (15 minimum)

    The Red Odin which is similar to all the other odins. He's more similar to Blue Odin in awakened skills. He's a utility sub because he's used more for his awakened skills than anything. Three skill boosts and the three row boosts are more important on fire teams than other teams. His poison is a good bonus however Ame no Uzume teams would've benefitted from a skill than can deal damage to heal you up. His poison is still relevant as it is the only damage over time skill fire has to offer.
    His leader skill is good, but not amazing enough to warrant him becoming a true ledaer yet. He has yet to recieve an ultimate evolution, so let's keep our fingers crossed!

    919 Shaitan


    HP/ATK/RCV: 2028/1320/366
    Type: Balanced / Devil
    Leader Skill: x2.5HP for Fire Att. monsters
    Active Skill: Voids all wood damage for 3 turns
    20 Turn Cooldown (15 minimum)

    Shaitan is a utility sub that is very situational. In new dungeons which have fertile guard on bosses, you can no longer auto-stall them to clear them. Shaitan provides a team buff which protects you from wood damage for 3 turns -- For hard hitting wood dungeons, you can throw Shaitan on your team and get the same effect as using Echidna’s skill.

    1252 Awoken Zeus Vulcan


    HP/ATK/RCV: 3830/1303/357
    Type: God/Dragon
    Active Skill: Mars Daylight - Delay 1 turn to all enemies. Inflict Fire damage equal to ATK x50 to all enemies. Affected by enemy element and defense.
    22 Turns (12 min)

    He's the harder to skill up version of Echidna that I find odd. It's like a less useful Echidna, because it only delays turns for 1 turn, and minimum is 12 turns. Not to mention it's much harder to skill him up. His leader skill is odd as well because it requires you to take damage. Now that the game has shifted to having blitz attacks and monsters dealing 24k randomly, you can't tank like we used to. His leader skills are about average for other monsters that you could replace him for.

    B. Orb Changers

    984 Gigas (RGG) (GtG)


    HP/ATK/RCV: 6133/1368/-500

    HP/ATK/RCV: 6133/1368/-100
    Type: Physical
    Active Skill: Attack Stance - Fire - Changes Heart Orbs into Fire Orbs
    11 Turn Cooldown (5 minimum)

    Gigas/Titan is farmable, but chances are, you'll obtain him from the REM quite unwanted. Luckily, he’s as good as a God on a mono-fire team. Gigas becomes one of the most bulky monsters in the entire game. His only real drawback is his negative RCV. With his ultimate evolution, you can gain 400 of that RCV back and still keep your RCV relatively high enough to stall. His negative RCV is more useful on Goemon teams. If you need high HP and decent Attack, then you should level up your Gigas!


    822 BPKH (PKH)


    HP/ATK/RCV: 2334/1273/389
    Type: Balanced
    Active Skill: Fire Orb Change - Changes Water Orbs to Fire Orbs
    9 Turns (5 minimum)

    Phoenix Knight Homura, is the excellent substitution to Gigas. While slightly harder to skill up, he has decent ATK stat and average RCV (good RCV for a fire monster). When you need to hold onto your heart orbs to heal yourself, you can replace Gigas. If you need more fast orb changers, you can use him with Gigas to keep your fire damage pouring in. PKH has a dungeon which comes out on occasion. Having a max skilled PKH is an important part of keeping your mono-fire team flexible and versatile. You will often have to interchange him with GtG

    689 Rowdy Red Samurai


    HP/ATK/RCV: 1562/1158/38
    Type: Attacker
    Active Skill: Attack Stance - Fire - Changes Heart Orbs into Fire Orbs
    11 Turn Cooldown (5 minimum)

    Rowdy Red is one of those lesser monsters you find commonly in dungeons. You will use them mostly for EXP fodder, but one of two, you may want to keep. RRS functions in lwo team cost teams because of his 10 cost. He is still a very functional orb changer and can be used in conjunction with King Flamie due to his attacker type. (If RGG was Attacker type, he’d be over-powered I guess). His stats aren't great, but for his easy of obtainability and his cost, he’s very choice.

    556 Chiyome


    HP/ATK/RCV: 2638/1340/353
    Type: Balanced
    Active Skill: Ninja Art (Lt to Fr) - Changes Light Orbs to Fire Orbs
    9 Turn Cooldown (5 minimum)

    Chiyome is one of the prettier subs on the fire-side. If you were lucky enough to nab one of her, she has better stats than PKH. Unfortunately, we can't skill her up at the moment so she’s not as useful unless you have Suzaku Leilan. If you do have Leilan, combo Leilan’s 7 Star skill into Chiyome’s Ninja Art, and you’ll have a skill that deals more damage than Goemon’s Ninja Fireworks on less turns.

    379 Dino Rider


    HP/ATK/RCV: 2002/1560/80
    Type: Attacker
    Active Skill: Fire&Wood Orbs Change - Changes Wood Orbs to Fire Orbs and Heart Orbs to Wood Orbs
    13 Turn Cooldown (8 minimum)

    Dino Rider is one of those subs you get that you will probably never use. There are alll the right (and wrong) reasons to use him, but you will probably never use him even if you have a good reason to. He looks terrible and his stats are nothing special.

    416 Mitsuki


    HP/ATK/RCV: 1924/1029/592
    Type: Healer
    Active Skill: Changes Wood and Light Orbs to Heart Orbs
    14 Turns (9 Minimum)

    Mitsuki recently saw an attack buff in patch 6.3 which gives her 1029 attack instead of her previous 729. While this attack isn’t much to fawn over, it’s worth noting that her stats are in quite the right places if you’re looking to balance out your team in terms of RCV. Her double heart maker skill can also become a very strong offensive skill when used with a heart maker.

    228 Mastering


    HP/ATK/RCV: 4500/1200/200
    Type: Physical
    Active Skill: Orb Refresh - Reshuffle All Orbs
    12 Turns (6 minimum)

    Mastering is one of those oddball monsters. He has a decent stat pool at 5900 total. His skill is really random .. and well, most people wont invest the time into leveling him up. He has uses on Goemon teams but … for the most part, you probably shouldn’t be using him on your team as there are better choices out there.

    757 Scorching Flame Dragon Flare Drall 343 Salamander


    HP/ATK/RCV: 2196/940/454
    Type: Dragon / Attacker
    Active Skill: Guard Stance - Fire


    Scorched Claw Dragon, Flare Drall (and to a lesser extent ECO Salamander), can give you some important heart making for your team. His stats are okay, with his major point being his good RCV. Unless you invest the time to max his cooldown then he remains a less choice sub. Mitsuki is a good substitute if you have her.

    1076 Strawberry Dragon


    HP/ATK/RCV: 2165/971/358
    Type: Dragon
    Active Skill: Strawberry Shower - Heals 3000 HP. Changes Wood Orbs to Heart Orbs.
    13 Turns ( 8 minimum )


    Fruits dragon series can be skilled up through the Hello Kitty dungeon collab. They function as a a healer and a heart maker. They can be moderately skilled up to a maximum of 8 turns, this is relatively useful still. They are weird because they have 9, yes, NINE awoken states. Unfortunately, the better ones aren't until later. Their stats are a bit worse than the Toy Dragon series due to the lower RCV. As a leader, they function the same as Snowglobe Dragon Rouge but with much better stats all over and with a better tank team skill. Though not quite as strong as Uriel, still possible to be useful They are a cute welcome lower tier sub.

    889 Ares 763 Octopus Ver.2


    HP/ATK/RCV: 2312/2094/0
    Type: God / Attacker
    Active Skill: Double Attack Stance-Fr


    Ares is a great sub due to his godly ATK. He has no RCV obviously, but that’s not what you use him for. He can be cooled down to a comfortable 9 turn minimum from eating Octopi. If you have the luxury of using one, grats to you. He’s a solid choice, not much more I can say about it.

    912 Sonia


    HP/ATK/RCV: 3097/1875/165
    Type: Dragon/Devil
    Active Skill: Draco Summoning Circle-F&Dk - Changes all orbs to Fire and Dark orbs
    20 turns (15 turns minimum)

    The most recent addition to the game is Sonia. Her leader skill is quite impressive, but many people have been seeing to her as a sub for Fire teams. Her active can set up the board for a strong nuke on a short cooldown. She doesn’t deal quite as much damage as Goemon’s and Leilan’s skill would do, but it’s not completely negligible damage.

    746 Suzaku Leilan


    HP/ATK/RCV: 3235/1377/302
    Type: God
    Active Skill: Southern Seven-Star Formation - Changes All Orbs to Fire, Light & Wood Orbs.
    14 Turns (9 minimum)

    Suzaku has decent stats, wish she had more RCV, but we make due with what we get. Her main selling point is her active skill which can change the entire board. When used in combination with other orb changers, she can deal very potent damage.


    566 Goemon


    HP/ATK/RCV: 4528/1259/217
    Type: Physical
    Active Skill: Ninja Art Fireworks - Changes All Orbs to Fire Orbs
    30 Turns (17 minimum)

    Goemon is Fire’s response to Gravity. If you will deal 30% percentage health damage, I will deal 100% of your health in one turn”. When used in combination with a Fire Orb Enhancer Goemon will be dealing the main focus of your damage. The most difficult and daunting task is to farm him through his dungeon. His Legend stage is doable with a mono-fire team, but his Mythical stage is very difficult. He has over 6000 total stat points, so he also functions as an excellent stat stick to your team. For more difficult dungeons you can use him as a leader and switch your leader to a sub and still have a completely usable team. If you are making a serious fire team, you want Goemon in your line-up. (unless perhaps you have Sonia or Leilan).

    1690 Mad Love, Harley Quinn


    HP/ATK/RCV: 893/1408/267
    Type: Devil
    Active Skill: Fire&Water Orbs Change - Change Fire orbs to Water orbs, Heart orbs to Fire orbs.
    13 Turns (8 min)

    Harley Quinn maxes at level 70 and her base stats are below average. She's a decent attacker but you probably wont be wanting to use her because she doesn't work with fire teams well.

    1615 Inferno Sorcerer, Laila


    HP/ATK/RCV: 2025/1436/511
    Type: Attacker/Healer
    Active Skill: Change top-most row into fire orbs.

    Laila is a welcomed addition to the fire staple, not only because we were lacking in cute useful girls for our team, but also because she has some nice RCV. She has good awakened abilities and a fair active. If you have no fire orbs in your uppermost row, she will give you a guaranteed nuke. Her orb change is also best because you can store orbs from the bottom row, then slowly work your way north.


    1590 Peach Garden General, Guan Yinping


    HP/ATK/RCV: 3035/956/504
    Type: Healer/Physical
    Active Skill: The Way of Tielding Firmness - Enhance Wood & Fire orbs. +6% per orb, up to +180% for full board.
    20 Turns (10 min)

    Her active is slower than many other orb enhances which makes her a little bit sub-par. Hera-Ur eclipses her here. There is no way to skill her up like you can with Shiva and Phoenix or Horus. Her stats are in good places. She seems to be a bit of an oddball sub because her off-color is wood which doesn't have much synergy. Even Dino-Rider thinks she's odd because she's not an attacker type. Her stats are in the right place but she most definitely has a very niche role. Either way, she's very cute.

    1413 Happy Forest Maiden, Red Riding Hood


    HP/ATK/RCV: 3003/810/511
    Type: Healer/Physical
    Active Skill: Change Water orbs to Heart orbs. Bind recovery for 1 turn.
    11 turns (6 min)

    She has a good amount of awoken skills so she doesn't seem to be bad at all. They're all useful too! She's a lesser heart maker, but once we can skill her up she will probably be the new bee's knees. She'd go well with your Guan Yingping team. If you have her she can replace your Flare Drall.

    C. Damage Amplification

    652 Freyr 723 CoC Flame Archer


    HP/ATK/RCV: 2525/1402/437
    Type: God / Attacker
    Active Skill: Flame Enhancement - Fire Monsters ATK x1.5 for 3 turns.

    17 Turns (12 minimum)

    Freyr is an important leader as well as an important sub. Having him or CoC Archer may mean the difference in killing a boss within three turns of a Menace stall. His stats are in all the right places, HP not too high but still valid, attack is above average (but average for a fire monster) and has good RCV for a fire monster. If you have him as a leader, you can transition him to a great sub.

    961 AB Dashing Wingman


    HP/ATK/RCV: 3313/1033/36
    Type: Physical
    Active Skill: Fire & Water Monsters ATK x1.3 for 5 turns
    The Angry Birds Collab really came through in giving us an amazing monster to throw on both Physical and Fire teams. With enough AB spam you can get ABDW to a 6 turn cooldown. While he’s not the best sub for burst damage, he amplifies damage for 5 turns so he’s great for farming or chipping away at bosses over time. If you don’t have Freyr, I think that ABDW is a better choice than CoC Flame Archer due to the stats and early cooldown.

    684 King Flamie


    HP/ATK/RCV: 1037/757/122
    Type: Physical
    Active Skill: Attack Enhancement - Attacker Type Monsters ATK x3 for 1 turn
    While all the other elements get to play with their cute Kings, Fire teams have a different opinion on the matter. While you can very much still use him, you may need to consider chopping out GtG and BPKH from your team who are the main orb changers. If you are using a burst fire lead and have an Ares on your team, then you can consider this more, but making a Fire Attacker team has its drawbacks in team creation.

    688 King Baddie


    HP/ATK/RCV: 1166/746/90
    Type: Devil
    Active Skill: Devilish Enhancement - Devil Type Monsters ATK x3 for 1 turn
    17 Turns (12 minimum)

    There are a fair number of Devil type fire monsters. Most notable are Red Sonia, Hera-Ur, Dark Shiva, and Dark Minerva. When combined with Red Sonia's Active then King Baddie's active synergizes very well for a single nuke burst. While not Fire type, Sonia's active makes up for it by supplying plenty of Dark orbs.

    599 Hera-Ur


    HP/ATK/RCV: 3444/1578/122
    Type: God / Devil
    Active Skill: Kiss of Demonic Fr Queen - Enhance Fire and Dark Att. ATKS by 6%; 280% for whole panel.
    15 turns (10 minimum)

    Hera-Ur is the easiest fire enhancer to obtain, but at the same time, she’s still very good. Her stats are fairly decent with the only downfall being her low RCV. She works great on Sonia user’s teams and Sonia teams alike. She can also be easily skilled up. She’s a solid member of most fire teams.


    399 Phoenix


    HP/ATK/RCV: 588/1443/506
    Type: Attacker
    Active Skill: Enhanced Fire Orbs - Enhance Fire Att. ATKS by 6%; 280% whole panel.
    15 turns (10 minimum)

    Phoenix has great ATK and RCV, but obnoxiously pathetic HP. Be prepared to have high HP subs in your team if you plan on throwing him into your line up. If you use an Ame team you can skill him up and make him more potent. The extra heals will help your teams well. He also fits in the niche role of an Attacker sub to work with King Flamie.

    491 Horus


    HP/ATK/RCV: 3005/1124/570
    F/F HP/ATK/RCV: 3105/1174/570
    F/L HP/ATK/RCV: 2805/1824/90
    Type: God
    Active Skill: Enhanced Fire Orbs - Enhance Fire Att. ATKS by 6%; 280% whole panel.
    15 turns (10 minimum)

    Horus is one of the best RCV monsters to hit the fire scene and be usable. His stats are great. Minus getting F/L Horus, but if you get him, why are you using him as a sub instead of a leader?! He will be strong on your teams no matter what if you need a Fire Orb Enhancer.


    1225 Wangren

    HP/ATK/RCV: 4585/1203/0
    Type: Dragon
    Active Skill: Burning Shift - Switch places with Leader Monster. Use again to switch back.
    16 Turn Cooldown (6 minimum)
    Leader Skill: Purgatory Dragon Emperor Power - Fire monsters ATKx4 when HP is full.

    Wangren is somewhat of a one-trick pony. You switch your leader (popularly Ares) with Wangren for his leader skill, then burst the enemy. When paired with Shiva or Ame your damage will increase to x12 or x14. Feel free to use with any burst combo. His lack of RCV should be no surprise to all you fire users out there. The offset is his high health.
     
    Last edited: Aug 31, 2016
  5. Vixen

    Vixen Active Member

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    RE: The Mono-Red Appreciation Thread V.2

    III. Subs (cont.)

    D. Miscellaneous


    #1781 Holy Night Santa Claus, Hera

    HP/ATK/RCV: 1430/1546/308
    Type: God/Devil
    Active Skill: Gravity Reduce 30% of all enemies' HP. Ignore enemy element and defense.
    30 Turns (15 minimum)

    Hera is the sub the Fire Nation has waited for. We are no longer eclipsed by other elements because we have the full 30% standard gravity. We have the 10% gravity from Hera-Ur Ult evo, yes, but 30% is much more useful. It is also easy to skill up. Her stats are on par with most other Heras and she doesn't require any evolution. Just throw her in your team. You're done! She's a fine choice for Fire Devil, Fire God, Fire Fire teams.

    63 Samurai Ogre 310 311

    HP/ATK/RCV: 1875/888/8
    Type: Physical
    Active Skill: <Element> Strike - 35000 <Element> Damage to Fire Enemies.
    15 Turns (10 minimum)

    You see these guys everywhere, they're probably youre Fire EXP fodder. Surprise to you, they have another purpose. While Samurai Ogres have sub-par stats and a very niche active skill. Samurai Ogres are the solution to easily skill boosting your team. They can be awoken to max very easily which makes them an accessible substitute for your team. They have less than 12 cost so they can also be placed on your less-than-twelve cost fire teams.

    123 Minerva 388 389

    HP/ATK/RCV: 2869/1359/418
    F/L HP/ATK/RCV: 3069/1459/478
    F/D HP/ATK/RCV: 3069/1459/478
    Type: God / Balanced or Devil
    Active Skill: Quick Bomb - Reduce Enemies Def by 50% for 1 turn. Inflict 10x your attack as your own element damage to 1 enemy. Affected by enemy element and defense.
    10 Turns (3 minimum)


    Minerva is one of those gods which you pull from the REM, you're really excited that you pull her, but once you've pulled her you look at her active skill and then you think ... what am I going to use her for ...? Luckily, she has a few niche roles outside of being a stat-stick. She has a devil sub-type, so she fits into Sonia/Hera-Ur Devil type teams. There aren't many uses for balanced fire monsters so her Saint version has less importance. In addition to having Devil sub-type, she also gains a new added effect to her Quick Bomb skill. She gets a quick activating defense reducer, this means that she can function has a pseudo Shiva, but on shorter cooldown. The cooldown alone makes her more usable than Shiva's Third Eye. As long as the monster doesnt have over over 100k defense, then her quick bomb might be more effective. Another reason to place her on your team would be because she is a female fire-type. People tend to like that.
    She can be skilled up by Super Daruma from the Gunma Collab. dungeon.

    1533 Awoken Minerva

    HP/ATK/RCV: 3069/1609/369
    Type: Dragon/Devil
    Active Skill: Reduce enemies' defense by 50% for 1 turn. Effects carry forward on sweep.
    7 turns (5 min)

    Right off the bat, she loses a ton of RCV. This was one of her best redeeming features too. Luckily, she gains the ability to orb change making her much more useful. She's a godly sub if you're using a fire-based devil team.
    The new super ultimate amazing evolutions are kind of like hybrids. They're good, but they haven't really quite figured out what they want to be yet. Did they want to reduce damage, did they want to deal damage? Did they want to lower defense? Did they want to boost offense? It's a weird mish mosh of combining the best of best worlds and coming out with a mermaid. You're in love with her until you find out that she lacks the female parts you wanted to... I'm getting off topic here.
    She's a great sub with a good active and strong awokened skills.
    631 Belial

    HP/ATK/RCV: 2740/1456/327
    Type: God / Devil
    Active Skill: Curse of the Flame - Counter x3 Damage Taken with Fire for 5 turns. Changes Wood Orbs to Fire Orbs.
    20 Turns (10 minimum)

    Belial is considered one of the "Luxury Orb Changers". If you have him, you can give him some action on your tank team. Otherwise, his stats are good, however his RCV isn't strong enough to give him justification to place him on your full time fire team. Until his collaboration dungeon sees some light and it becomes possible to skill level him, then he's perhaps best left to Devil tank Astaroth teams unless you are thinking about placing a Skill Boost Ogre on your team. The one area where Belial shines is in his awoken skills. At rank 3, he gets two skill boosts. This is equal to a standard max awoken Ogre with better stats. On a side note, he looks very cool.

    133 Hino Kagatsuchi 755 756

    HP/ATK/RCV: 2820/1360/451
    F/L HP/ATK/RCV: 3120/1410/451
    F/D HP/ATK/RCV: 2620/2014/236
    Type: God -> God / Dragon or Attacker
    Active Skill: Burst Bomb - Reduce Enemies Def by 75% for 2 turns. Inflict 50x your attack as your own element damage to 1 enemy. Affected by enemy element and defense.
    30 Turns (15 minimum)

    Hino Kagatsuchi is one of those luxury leaders you get, welcome to the world of the ultra lazy you're in for a treat! Hino Kagatsuchi is useful because of his leader skill and his high attack stat (mostly in his attacker form). A moderately leveled Hino Kagatuchi can clear Pengdra Village by itself and a high level one can clear the entire Thursday dungeon alone! You can also use it to farm the first stages of the technical dungeons. Your low level friends will marvel at how fast they clear stages, then cry once you put your leader down.
    Hino's stats, are surprisingly good for a one trick pony. He has great RCV for a fire sub and in his attacker form he has one of the highest base attacks in the entire game . His leader skill received a major buff, reducing enemy's armor by 75%. While a bit difficult to skill him up due to the requirement of collab dungeons, it is still possible. The 30 turns is a bit daunting to charge up though, and Shiva and Minerva are much more usable. Still, Hino Kagatsuchi is a very strong choice.

    E. Dragons

    211 Meteor Volcano Dragon

    HP/ATK/RCV:
    Type:
    Dragon
    Active Skill:

    113 Ifrit 322 323 324 325

    HP/ATK/RCV: 2857/1538/220
    Type: Dragon
    Active Skill: Fire Monsters ATK x1.3 for 2 turns. Inflict 20x your atack as fire damage to all enemies. Affected by enemy element and defense.
    Ifrit is very viable now that he has his devil subtype. His active is decent and his awakenings are great for row boosts. You may want to throw him in if you have a devil based fire team. Ie. Sonia, Hera, King Baddie

    408 Muspelheim

    HP/ATK/RCV:
    Type:
    Dragon
    Active Skill:
    216 El Dorado 772 (Omega Red)

    HP/ATK/RCV:
    Type:
    Dragon / Attacker
    Active Skill:

    283 Betelgeuse

    HP/ATK/RCV: 4307/1590/105
    Type: Dragon
    Active Skill: Blast Cannon - Enhance 6% damage for each Fire Orbs (280% for whole pannel). 30,000 Fire Damage to all enemies, affected by enemy element and defense.
    20 Turns (15 minimum).

    Betelgeuse received a major buff with the recent 6.3 dragon buff patch. He now acts as a fire orb enhancer. The main difference being his cooldown starts at 20 turns. It can easily be brought down to 15 because he is a two-week dragon dungeon boss and thus can be farmed. His stats are better than Hera-Ur is most ways, so if you have a predominant fire team which doesn't need dark damage, then you should be looking to Betelgeuse for his 6000+ total stats.

    441 Ardbeg

    HP/ATK/RCV: 3796/1170/418
    Type: Dragon
    Active Skill: Blaze Ball - 25000 Fire Damage to All Enemies
    Ardberg has good RCV for a dragon, unfortunately his active skill isn't as useful for dealing greater amounts of damage. He's more useful in lower tier dungeons when his 4 turn CD active can be of real use.

    540 Shingen

    HP/ATK/RCV: 4513/1449/205
    Type: Dragon / Physical
    Active Skill: Physical Type Monsters ATK x1.3 for 2 turns. Inflict 30x your attack as fire damage to all enemies. Affected by enemy element and defense. Cool Down 19 (10)
    Shingen fits in a nice spot with his physical subtype. He can function as a lesser damage boost on low cool down because he is easy to farm in his dungeon. His stats are comfortable as well. At 99 he will deal 43470 damage with his skill with no + eggs.

    737 Vermilionite

    HP/ATK/RCV: 2120/1106/218
    Type: Dragon
    Active Skill: The Switch - Switches places with Leader Monster Use again to Switch back
    Leader Skill 50% Fire & Light reduction
    There are some uses for him as a sub but not many that I have come up with yet... I know of a few people who switch to tank teams with him as the leader when using x2 HP or x2 RCV.
     
    Last edited: Aug 31, 2016
  6. Vixen

    Vixen Active Member

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    RE: The Mono-Red Appreciation Thread V.2

    IV. Team Building

    Contents

    Magic Formula

    a. 2/4/2
    b. 4/1/4
    c. 1/12.25/1
    d. 1/9/1
    e. 4/4/1
    _____________________________


    Magic Formula - Ravioli ravioli, give me the formuoli.

    [​IMG] [​IMG] [​IMG] [​IMG][​IMG]

    Leader - Active Skill Any (using Odin here because his active skill isn't synergistic)
    FAST ORBS MAKER
    Heart MAKER or Stall (Heart maker is better because you can combo this for more damage on bosses.)
    Board Change or Combo (Urd is shown here because she combos well with Fire Valk)
    Multiplier - (Horus shown here but Freyr and King Flamey and similar monsters work here)
    Leader - anything

    Fast Orbs maker (5 ~ 8 turns is good), Heartmaker/Stall, Board Change/Combo, Multiplier
    Have these 4 types of monsters in your party and you should be all set.


    ________________________________________________________
    a. 2/4/2

    [​IMG]
    Your ideal leads will be Freyr and Ares. There are a wide variety of subs you can choose from …but if you’re afraid of experimenting these teams and combos may help you formulate your team.

    [​IMG]
    When starting out the game, your team may only look like this, that’s okay! It still has much of the usability that any other mono-fire team would have. Usually these are subs that people can obtain, and Flame Mechwarrior Jotunn is replaced when you get a nice REM Fire pull. This type of team should be able to bring you through and past Tomb of Saint Deep with ease. Except maybe water stages.

    [​IMG]
    Here is one of the most typical standard teams you will find for a Mono-Fire team. Echidna is the standard utility sub giving RCV needed to the team. Goemon and Hera-Ur work together to deal massive burst damage. The final sub, Gigas the Great shown here, can be any choice sub, works best as an orb changer. So Burning Phoenix Knight Homura works excellent here as well.

    Where’s King Baddie?
    Unfortunately, most of the better subs that would benefit off King Baddie are Devil or Physical type, making a King Baddie team is generally reserved for Cost>12 teams, and even then, Flame Chase Physical Fire teams are far superior as a Cost>12 team. See Below.

    b. 4/1/4
    [​IMG]
    While fire tank teams weren’t the greatest before because no damage over time, or percentage health offensive skills such as gravity, Red Odin’s upcoming release gives the team some usability for longer drawn out dungeons. While Red Odin isn’t exactly necessary, he definitely helps. Belial also works out as a sub to help deal damage while tanking. In tank teams, if you’re planning on taking lots of damage, then you may want to consider having a heart maker incase you run out of orbs. Echidna or two also works. The main drawback to these teams are that you will have to slowly poke out your opponents with tiny candle fire attacks. Compared to D/L Lucifer teams, mono-fire is very weak. Mono-Fire has access to Echidna stall teams which works much better I feel.


    c. 1/12.25/1


    [​IMG]
    Uzume team compositions are close to that of other mono-fire team comps. They work well with subs like Phoenix Ressurected who have access to auto-recover as an awokened skill. With these three as well as two Ame no Uzume’s, your team can be healing 1500 HP per turn to keep your health bar looking very healthy.
    Echidna on your team is almost a must. Incase you take damage, you need to be able to stop the enemy for a turn, then heal up, and continue laying down the world of hurt.
    Having an orb changer or two is helpful, I put in BPKH in here because he adds +400 RCV over throwing GtG into your team, there is nothing wrong with GtG though.
    Ame teams have great stall capabilities because she has decent RCV pools and her active skill makes tanking hard enemies possible. It’s possible to have high CD skills such as Goemon in your team to further exemplify the x12.25 burst damage. If you have Flame Archer or Freyr, you can throw him in place of your orb changer for extra damage, but the risk of not having orbs might dissuade you of that choice.


    e. 4/4/1


    Sometimes certain dungeons and descends my call for high HP and damage. and has the capacity to stall out the fights. Unfortunately, there is no gravity available (much like Wood teams). If you have a few Belials, and a Red Odin, you may be able to make this team work.

    d. 1/9/1


    There are two kinds of 1/9/1 teams. Demolishing Creator Shiva and Awoken Hera-Ur. Shiva is more of a true Fire lead because he boosts all fire monster’s attacks where-as Hera-Ur focuses on devil-type monsters.

    Upon Ultimate Shiva hitting patch 6.4, there are more Fire-friends than ever. The teams still follow the same principal as standard 2/4/2 teams except since you’re losing Freyr as one of your leads you need a different team mate that can boost your attack for a few turns. Best choices are Freyr, King Baddie/Flamie, or any of the damage increase dragons (Tyrannos, Muspelheim). If you have access to enough orb changers or are using Goemon / Red Sonia as a sub, then you’ll probably find more damage bonus from a +orb maker.


    Hera-Ur also fits in the x9 damage role. With many of the Red subs receiving Devil sub-types Hera-Ur can make strong fire primary teams using King Baddie as a booster. King Baddie can see more action in your Devil-Fire team than King Flamie. More to add soon!

    e. Cost<12


    [​IMG]
    The first team to really hit the Cost<12 scene was Dark and Fire. Rowdy Red was very strong because he created a x4 fire attacker team that could benefit off of King Flamie. Minotaur is a great addition, and Echidna is good to any team with her cost of 8.

    [​IMG]
    Flame Chase gives x2 HP x2 ATK to Physical type monsters, since fire plays so well with Physical typing, it is a much stronger and safer choice than having a 1/4/1 attacker team. The damage capacity is similar but the HP buffer is much greater. Echidna is great always, and Awoken Ogres or Fire Golems can fill the spot.

    f. Red Sonia
    Elto-shen made a wonderful in-depth guide about using Red-Sonia teams. She’s not a true fire-lead, but more of a devil leader with main attribute-fire.

    http://puzzleanddragonsforum.com/showthread.php?tid=40650

     
    Last edited: Aug 31, 2016
  7. Vixen

    Vixen Active Member

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    RE: The Mono-Red Appreciation Thread V.2

    VI. Harder Dungeon Walkthroughs

    Zeus
    No comment. ...
     
  8. Vixen

    Vixen Active Member

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    RE: The Mono-Red Appreciation Thread V.2

    VII. TBD
     
  9. Vixen

    Vixen Active Member

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    VIII. Videos
     
    Last edited: Mar 14, 2015
  10. Vixen

    Vixen Active Member

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    RE: The Mono-Red Appreciation Thread V.2

    IX. Mono-Fire Friend Roster

    Because I'm a bit busy with my real life career I don't have as much time to update a thread so I instead use a google doc. Please use the honor system and keep it good for us all.

    Mono-Fire Friend Roster

    Thank you for reading the guide, it is very much still a constant work in progress. I'll be updating it constantly to get up to stuff! If you see people in the V1 thread, please redirect them to this thread.

    - Vixen
     
  11. Vixen

    Vixen Active Member

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    RE: The Mono-Red Appreciation Thread V.2

    How I write the information about the subs.

    What/Who is it?
    Is it useful?
    How are it's stats?
    How is it's active skill?
    How about awakened skills?
    Is it cool looking?
     
  12. Rumbles

    Rumbles Member

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    RE: The Mono-Red Appreciation Thread V.2

    Joining in
     
  13. sunglassesmichael

    sunglassesmichael Ruka button is OP

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    RE: The Mono-Red Appreciation Thread V.2

    I like the Google doc for sign ups, by the way. I think other groups should follow suit. It would certainly save a whole lot of "add me" posts. :p

    Are you going to link it in your sig?

    Also, I just noticed that the first page has a bunch of extra
    Code:
    [b]
    brackets showing up in the second post about card information.

    Also post #3
     
  14. shikimikiya

    shikimikiya Member

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    RE: The Mono-Red Appreciation Thread V.2

    The google doc add me was very clever :/ It does keep things look more organized and save time +111111111111. I would save a backup just in case though once the list gets long.
     
  15. Vixen

    Vixen Active Member

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    RE: The Mono-Red Appreciation Thread V.2

    Thanks for the feedback on the googledocs, It was honestly just taking up way too much time lol. I spent more time updating the friend registrars than anything else.

    To do list: (in order I will do them)

    - Make a pretty banner
    - Finish the subs section
    - Write more indepth content and explanations
    - Make the sections prettier
    - Add links in the table of contents and throughout the thread
    - Post more example teams
    - Post descended dungeon clears/walkthroughs
    - Find example videos or create my own
     
  16. ZombhezBrains

    ZombhezBrains "What do you mean zombies don't have brains?"

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    Nice guide so far, and I have to say the Leader Cross chart looks fantastic! It makes things so much more compact and neat, unlike some of the other mono-color guides.

    I have one question though, is the unstable ranking on the 2x HP/2x ATK/ 4x RCV. I used that set-up for mono-dark (Lucifer/Loki), and I don't see how its unstable. Is it different for certain colors?

    I have to say though, this seems like a fantastic start for a guide!

    *edit, wrote 2x RCV instead of 4x RCV
     
  17. Orange

    Orange Red+Yellow = Orange

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    Great! It is going to be good guide when it's done. Sample videos will be very useful.
     
  18. sunglassesmichael

    sunglassesmichael Ruka button is OP

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    Luci/Loki is only 2/2/2 if one is not at it's highest evolution. Once they are both fully evolved, Luci/Loki becomes 2/2/4. And having Luci in your 2/2/2 probably makes it better than most other 2/2/2 setups.
     
  19. charliee

    charliee Member

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    RE: The Mono-Red Appreciation Thread V.2



    dun forget the trusty horus
     
  20. sunglassesmichael

    sunglassesmichael Ruka button is OP

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    RE: The Mono-Red Appreciation Thread V.2



    I think it's that way because those are all farmable, while Horus, who could of course be used instead, is REM-only.
     

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