[Team Building] Starsea Goddess, Andromeda

Discussion in 'Archived Guides' started by nihil679, Aug 6, 2014.

  1. nihil679

    nihil679 Member

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    The Andromeda Guide!
    [​IMG]

    What's Inside?



    Introduction to this Guide
    Hello! Got an Andromeda sitting idly around in your box and think you have a team for her? Or perhaps you need some convincing to start using the great Starsea Goddess? (Hopefully) This guide will be a good place to start! Feel free to ask questions and list out all of your potential subs when asking for team help!
    Starter roll Andromeda? Although I personally think you ought to put Andromeda leader as a future endeavor, maybe we can help point you in the right direction.

    Why Andromeda?
    [​IMG] Besides being extra cute, what does Andromeda bring to the table compared to other leaders? As all Hero Gods, Andromeda specializes as a mono-colored row-focused spike lead. Her damage multipliers in the form of row awakenings allow her be above other 16x leads like Bastet and DQXQ, while rivaling that of 25x leads like Horus and Sakuya. In comparison to these leads, Hero Gods are far simpler with a spearheaded focus - however this can also mean less room for flexibility and somewhat demanding when teambuilding. Compared to other Hero Gods, Andromeda is among the best Hero God, second to only the Dark Hero God Pandora with Red Hero God Yamato-Takeru and Light Hero God Wukong behind her. Andromeda's viable subs are numerous, at the same time, all extremely strong. Compared to the bottom two Hero Gods, Andromeda's common orb changers do not conflict with Andromeda's own orb changer; they don't target and change the same colored orbs, giving a smooth cycle for every activation so that you are almost always guaranteed blue orbs.
    Pros and Cons
    Pros:
    • Mono-color team
    • Easily controllable 9~16x multiplier
    • Large number of subs to choose from
    • Orb changers cycle very easily with one another
    • Can be paired with a small assortment of leaders
    • Can beat a very large amount of dungeon, including green Descends
    • Simple to play, a fun and different playstyle
    • Huge numbers will appear on your screen
    • Can farm Starlight Sanctuary
    Cons:
    • Relies on awakenings, meaning you need many Tamadras
    • Relies on active skills, meaning skill-ups will be needed and skill binds are a pain
    • If you do not have REM subs, your team will be very limited
    • Heavy reliance on subs means not much room for changes
    • Is not the easiest leader to utilize in the early parts of the game
    Credits to EventHorizon, the original author of a large portion of this guide.
     
    Last edited: Mar 17, 2015
  2. nihil679

    nihil679 Member

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    Sub - REM

    [​IMG]
    Please note: The purpose of this list is for you to be able to go through and easily and accurately compare monsters you have, or want to obtain. The descriptions are subjective, and I encourage you to take them as a grain of salt. Keep in mind that your lineup revolves around 2 awakenings, row enhances and skill boosts.

    REM-Only Subs

    Orb Changers - Bread and butter to Andromeda teams, you will most likely use at least two of these in order to consistently active Andromeda's leader skill and create rows.

    Healer/Devil
    HP: 2129
    ATK: 1205
    RCV: 708
    Active: Change Dark orbs to Water orbs.
    Cooldown: 9 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Blue Wind Ninja Princess, Hatsume
    Hatsume is a key sub, if you have her she belongs on the team, being one of the few 5-turn orbchangers with an inherent row enhance and skill boost. In addition, she also has insane RCV, which is valuable in any team. She combos well with Karin to create a 2-color board that often offers double rows.

    Healer/God
    HP: 2508
    ATK: 1389
    RCV: 656
    Active: Change Heart orbs to Water orbs.
    Cooldown: 11 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Azure Goddess, Valkyrie Reine
    Key sub, far superior to Siegfried with uuevo, not only having a row, but also a skill boost. The dual prongs are mostly useless outside of utilizing spare orbs to slightly increase damage, or attempt to push BValk's damage a little bit enough to break defenses.

    Attacker/Healer
    HP: 2065
    ATK: 1417
    RCV: 511
    Active: Change bottom-most row into Water orbs.
    Cooldown: 9 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Pure Water Sorcerer, Sharon
    Row creator. While she creates an instant row for 3x activation, some board management will be able to not only fully activate Andromeda's leader skill, but also wipe off useless orbs.

    Dragon
    HP: 2368
    ATK: 1215
    RCV: 286
    Active: Change Heart orbs to Water orbs. Bind recovery for 2 turn.
    Cooldown: 11 Turns (6 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Water Dragon Knight
    Slower heartbreaker; for 1 turn slower, you get a 2-turn bind recovery. She has no row enhance but is unbindable, making her a useful offensive bind healer if the dungeon so calls for her. She can also replace Siegfried if you're comfortable with her 6-turn changer if you want the extra skill boost for activating your other fast changer for teams severely lacking skill boosts.

    Attacker
    HP: 2020
    ATK: 1602
    RCV: 374
    Active: Change Poison & Heart orbs to Water orbs.
    Cooldown: 11 Turns (6 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Nanto Suichoken Master, Rei
    Slower heartbreakers, this time to purge poison orbs. Again, skill boost if your team calls for it, but his other awakenings are fairly sub-par; the heartbreak works against his bind heal (and he's not unbindable).

    Dragon
    HP: 2185
    ATK: 946
    RCV: 365
    Active: Recover 3000 HP. Change Fire orbs to Heart orbs.
    Cooldown: 13 Turns (6 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Blue Sky Fruit, Berry Dragon
    Insane amount of awakenings make Berry Dragon a decent versatile sub. The active heartmaker skill is rather short, at a 6-turn min, making him a viable emergency heal, but that is as far as he is useful for. Sometimes appear as a giveaway dungeon, making him easily obtainable.

    Devil/Physical
    HP: 3295
    ATK: 1363
    RCV: 423
    Active: Counter 3x damage taken with Water for 4 turns. Change Fire orbs to Water orbs.
    Cooldown: 17 Turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Chivalrous Demon Lord, Amon
    Similar to Berry Dragon, his awakenings can help enable teams in spite of his rather weak active.

    Attacker/Machine
    HP: 1998
    ATK: 1673
    RCV: 213
    Active: Change Wood orbs to Water orbs, Heart orbs to Dark orbs.
    Cooldown: 13 Turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Awoken Shinji&Eva Unit-01
    Collab REM double orb changer. Shinji&Eva-01 cycles well with Andromeda and Hatsume, killing leftover wood orbs and creating dark orbs for Hatsume. The main problem is that he has no skill-up monsters, meaning you will have to waste precious Bubpy to skill him.

    Attacker/Devil
    HP: 2653
    ATK: 2851
    RCV: 102
    Active: Change Fire orbs to Water orbs, Heart orbs to Fire orbs.
    Cooldown: 13 Turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Beast Rider, Wiz Merlin
    Active overall conflicts with Andromeda, making his orb change not quite useful. However, skill bind resist awakening is rare and useful, making him a situational sub for that awakening alone.

    God/Healer
    HP: 2538
    ATK: 1219
    RCV: 723
    Active: Change Light orbs to Water orbs, Dark orbs to Heart orbs. Enhance Heart orbs. +6% per orb, up to +180% for full board.
    Cooldown: 13 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Guiding Archangel, Gabriel
    Insane RCV. Double orb change cycle that will heartmake out of dark orbs, but the light orb conversion will conflict with Andromeda. His uevo Healer sub-type gives him a place on Andromeda Healer teams though, as well as a skill bind resist, making him a viable pick. His heart orb enhance can be combo'd with a heartbreaker for enhanced blue orbs.

    God/Healer
    HP: 2655
    ATK: 1251
    RCV: 651
    Active: Change Fire orbs to Water orbs, Heart orbs to Wood orbs.
    Cooldown: 11 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Divine Wardens, Umisachi&Yamasachi
    A double orb changer, their targets can conflict with Andromeda, but cycles well with Kamui to utilize the green orbs. Although they are Healers like Andromeda, their 2 orb enhance awakenings work just as well with an orb enhance spiker instead of a Healer spiker.

    God/Physical
    HP: 3774
    ATK: 1498
    RCV: 204
    Active: Change Heart & Wood orbs to Water orbs.
    Cooldown: 16 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Commerce Deity of Dreams, Hermes
    An exceptional sub, Hermes's RCV may hurt but with his awakenings and a double orb change active make him a very consistent member for Andromeda. Furthermore, his active and Andromeda's active go hand-in-hand to make a 4-orb change, leaving only dark orbs alive. His skill-ups are made significantly easier, now being on Super Sapphire Dragons.
     
    Last edited: Aug 27, 2015
  3. nihil679

    nihil679 Member

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    Subs - REM 2

    Board Changers - More intense than orb changers, they essentially allow for an entire reshuffle of the board. These have a chance of giving very bad boards that have to be mitigated by comboing with an orb changer, but they also have potential to give an amazing board with little work.

    God/Physical
    HP: 4005
    ATK: 1401
    RCV: 194
    Active: Change all orbs to Water, Wood & Dark orbs.
    Cooldown: 14 Turns (9 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Ethereal Guardian Seiryuu, Karin
    More desired over BSonia due to Karin's combo with Hatsume, giving a board that tends to be better for combos than BSonia's active, and is much faster. Additionally, if you don't have Hatsume then you can still use Karin + Fenrir Knight. B/D Karin is more ideal as a sub over B/G because of her additional skill boost awakening she gains.

    God/Physical
    HP: 1475
    ATK: 1211
    RCV: 301
    Active: Change all orbs to Water, Wood & Heart orbs.
    Cooldown: 14 Turns (9 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Norn of the Future, Skuld
    Similar to Karin, although weaker in most aspects. Whereas Karin may be better in general, Skuld can shine well when using an orb enhance spiker due to her double orb enhance awakenings. Skuld combos very easily because of the green and hearts, and you can also do full board if you combo with Hermes.

    Dragon/Physical
    HP: 5180
    ATK: 1409
    RCV: 0
    Active: Change all orbs to Water & Dark orbs.
    Cooldown: 20 Turns (15 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Endless Blue Dragon Caller, Sonia
    Impressive HP, though non-existent RCV, Blue Sonia's high HP makes it easier to meet HP thresholds for dungeons and her RCV can be covered by her favorite combo sub, Hatsume. Even alone, Blue Sonia offers Andromeda teams high burst potential, though just the same can backfire and offer a terrible board on activation.

    Damage Enhancers - Subs meant to increase your damage output through their actives. Typically one is enough.

    God/Balanced
    HP: 2605
    ATK: 1332
    RCV: 649
    Active: Reduces cooldown of other skills by 1 turn. Water attribute ATK x1.5 for 3 turns.
    Cooldown: 17 Turns (9 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Idunn&Idunna, the Twin Archers
    Standard blue damage spiker that offers good versatility. Their awakenings are amazing, they provides great RCV, and additionally they have a 3 turn 1.5x water attack, providing even higher potential damage that can spread over multiple turns if needed. The skill accel is a nice addition, though not exactly a skill you expect to spam often. Their alternate B/L uevo sacrifices water sub-element for light and gains a Healer sub-type (which is wasted when you already focus on water attack enhance), but otherwise no important changes.

    God/Physical
    HP: 3308
    ATK: 1235
    RCV: 140
    Active: God type cards ATK x2.5 for 1 turn. Inflict damage equal to ATK x30 to 1 enemy. Affected by enemy element and defense.
    Cooldown: 15 Turns ( 10 min )
    Awakenings: [​IMG][​IMG][​IMG]
    Armored Green Ice Knight, Muse
    Impressive active multiplier, but effective multiplier may be lower if your entire team is not made of God-types, meaning ideal sub Hatsume will not benefit. Still, 5/6 God-types render an effective 2.25 multiplier, remaining very effective.

    Dragon/Healer
    HP: 2695
    ATK: 1183
    RCV: 650
    Active: Delay 2 turns to all enemies. Healer type cards ATK x2 for 2 turns.
    Cooldown: 18 Turns (13 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Soaring Dragon General, Sun Quan
    Extremely high damage spiker on ideal Andromeda team with incredible awakenings. With Andromeda herself and two of Andromeda's fastest and best orb changers, Blue Valkyrie and Hatsume, being Healer-types, Sun Quan's Healer enhance can be utilized for a Healer team. If the delay is utilized, the full burst is exceptionally high.

    God/Physical
    HP: 4533
    ATK: 1291
    RCV: 548
    Active: Inflict Dark damage equal to ATK x50 to 1 enemy, and drain 15% of the damage you dealt. Affected by enemy element and defense. Enhance Water orbs. +6% per orb, up to +180% for full board.
    Cooldown: 17 Turns (12 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    War Deity of the Magic Spear, Odin
    A strong sub if only for his awakenings alone, but his combination of stats, active, and awakenings makes BOdin a very strong sub that can enable a very wide variety of teams. His triple prongs can utilize excess orbs and, although situational, increases his personal damage contribution by a fair margin.

    God/Balanced
    HP: 2997
    ATK: 1436
    RCV: 510
    Active: Inflict damage equal to ATK x20 to 1 enemy, and drain 50% of the damage you dealt. Affected by enemy element and defense. Enhance Water orbs. +6% per orb, up to +180% for full board.
    Cooldown: 23 Turns (13 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Purple Lotus Chanter, Lakshmi
    REM orb enhancer with better stats and cooldown than Undine, with a neat little heal on the active if needed. This is the preferred evolution because of the row enhance, but the B/G evolution has higher RCV so it can also be a good choice.

    Balanced
    HP: 2005
    ATK: 1193
    RCV: 419
    Active: Avoid all Fire damage for 3 turns. Enhance Water orbs. +6% per orb, up to +180% for full board.
    Cooldown: 20 Turns (15 Turns)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Elemental of Kind Waters, Undine
    Good awakenings and orb enhances, that's about it. There aren't enough dungeons with a lot of fire monsters that would make Undine amazingly useful, but she is decent for orb enhancing alone.

    God/Dragon
    HP: 3830
    ATK: 1390
    RCV: 222
    Active: Delay 5 turns to all enemies.
    Cooldown: 25 Turns (20 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG]
    Eight-Headed Dragon God, Viper Orochi
    Works differently from normal damage spikers in that Orochi allows for 5 turns of volleys of attacks; with so many orb changers that cycle well with each other, Andromeda teams should be able to utilize it well. Harder to use because of the abundance of preemptive shields, but his cooldown should not be a large problem because of the abundance of skill boosts in a standard team. This uevo has a slight edge over his B/B uevo because of the extra skill boost it grants him.
     
    Last edited: Aug 27, 2015
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  4. nihil679

    nihil679 Member

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    Subs - Non-REM

    Non-REM/Farmable Subs

    Orb Changers - Bread and butter to Andromeda teams, you will most likely use at least two of these in order to consistently active Andromeda's leader skill and create rows.

    Physical
    HP: 4019
    ATK: 1209
    RCV: 179
    Active: Change Heart orbs to Water orbs.
    Cooldown: 11 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Dragon Emperor, Buster Siegfried
    If you don't have Blue Valkyrie, Siegfried will be a staple sub. B/L uevo has a very small edge over B/R; the reason being B/L gains an enhanced light orb awakening and just a bit of RCV, this can be used because converting light orbs will retain their enhanced status. So for example, Andromeda converting an enhanced light orb gives you an enhanced heart orb, which Siegfried can take and heartbreak into enhanced blue orbs. A little neat, overall damage is barely noticeably changed, but it's neat.

    Balanced
    HP: 2137
    ATK: 1353
    RCV: 326
    Active: Change Wood orbs to Water orbs.
    Cooldown: 9 Turns (5 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Torrential Fenrir Knight, Kamui
    A great non-REM sub. Can be difficult to skill-up however, as he lacks a survey dungeon compared to any of his other element counterparts. The burden has been relieved since many Special Dungeons have been moved to Normal Dungeons that can be farmable, but it's still a farcry compared to having his own survey.

    Physical
    HP: 3370
    ATK: 1233
    RCV: 76
    Active: Change Dark orbs to Water orbs, Wood orbs to Heart orbs.
    Cooldown: 13 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Ruler of Toyama Bay, Cold Amberjack
    A decent non-REM, event orb changer, Amberjack flows well with Andromeda because he converts dark to water and heartmakes out of wood. His awakenings work well with orb enhancers, though skilling him up will be expensive.

    Dragon/God
    HP: 3375
    ATK: 1271
    RCV: 548
    Active: Change Light orbs to Water orbs, Heart orbs to Wood orbs. Increases time limit of orb movement by 2 seconds for 1 turn.
    Cooldown: 11 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Apex Blue Flower Dragon, Starling
    Incredibly powerful dual orb changer, you get an extra effect for the same cooldown. Awakenings are not incredible, but still useful if using orb enhance spikers. Difficult to skill-up.

    Dragon/Physical
    HP: 3855
    ATK: 1264
    RCV: 202
    Active: Deal 20000 Water damage to all enemies. Affected by enemy element and defense. Change Light orbs to Water orbs.
    Cooldown: 15 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Blast Aurora Dragon
    A light to blue orb changer. The problem is, it's an insane pain to skill up and even when maxed, the cooldown is still too long to be made worth it. Awakenings are also very sub-par, only really using the skill boost. A non-REM sub is a non-REM sub, but hopefully you have better alternatives than to turn to Blast Aurora Dragon.

    Board Changers - More intense than orb changers, they essentially allow for an entire reshuffle of the board. These have a chance of giving very bad boards that have to be mitigated by comboing with an orb changer, but they also have potential to give an amazing board with little work.

    God/Physical
    HP: 6003
    ATK: 913
    RCV: 0
    Active: Inflict Water damage equal to ATK x200 to 1 enemy in exchange for reducing HP to 1. Affected by enemy element and defense. Change all orbs to Water orbs.
    Cooldown: 30 Turns (15 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Awoken Noah
    Suicide nuke+all blue board. Monstrous HP at the cost of inferior stats; alongside defensive awakenings, Noah can help to fill in holes in your team's defenses. Her cooldown is only 1 turn faster than Zeus-Mercury.

    God/Attacker
    HP: 2525
    ATK: 1702
    RCV: 500
    Active: Change all orbs to Water orbs.
    Cooldown: 30 Turns (16 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Awoken Zeus Mercury
    All blue board active. While his active may take a while to charge, all-boards can be very consistent spike damage - although not that much more consistent. His awakenings leave a bit to be desired.

    Damage Enhancers - Subs meant to increase your damage output through their actives. Typically one is enough.

    Dragon/Physical
    HP: 3509
    ATK: 1405
    RCV: 231
    Active: Inflict Water damage equal to ATK x20 to all enemies. Affected by enemy element and defense. Water attribute cards ATK x1.3 for 2 turns.
    Cooldown: 30 Turns (8 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Water Twin Star Leviathan
    Great stats, great awakenings. His active has fallen out of favor because Hera-Is's orb enhance will have a higher multiplier due to her orb enhance awakenings. If you're willing to skill him up, it will be hell, but has been made much easier since Legendary Dragons became a Normal Dungeon.

    Physical/Devil
    HP: 2611
    ATK: 1629
    RCV: -50
    Active: Enhance Water orbs. 6% per orb, up to 180% for full board.
    Cooldown: 15 Turns (4 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Devil of the Depths, Kraken
    While Kraken has negative RCV, his active is powerful when combined with a handful of orb enhance awakenings, if you're willing to take the hit to your stalling ability. He can even stack on top of buff multipliers for even greater damage, but this is generally overkill.

    Physical/Devil
    HP: 3638
    ATK: 1217
    RCV: 0
    Active: Randomly spawn 2 Water orbs. Enhance Water orbs. +6% per orb, up to +180% for full board.
    Cooldown: 10 Turns ( 5 min )
    Awakenings: [​IMG][​IMG][​IMG][​IMG]
    Blue Time Sorceress, Ars Paulina
    Better thought of as an orb enhancer before an orb creator, making her a slightly slower Kraken. Her spike will be higher than Kraken due to her awakenings, but otherwise not much different.

    Devil/God
    HP: 3504
    ATK: 1534
    RCV: 428
    Active: Reduce 10% of all enemies' HP. Ignore enemy element and defense. Enhance Water orbs. +6% per orb, up to +180% for full board.
    Cooldown: 14 Turns (9 min)
    Awakenings: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    Permafrost Queen, Hera-Is
    One of the better non-REM orb enhancers. Her only main downside to her awakenings are subpar: the lack of row enhance compared to her red counterpart, instead gaining double orb enhances and a bunch of autoheals.

    God/Balanced
    HP: 3250
    ATK: 1249
    RCV: 466
    Active: Delay 1 turn to all enemies. Enhance Water orbs. 6% per orb, up to 180% for full board.
    Cooldown: 23 Turns (14 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Awoken Wadatsumi
    In addition to orb enhance, Wadatsumi also gives a 1 turn delay that can be situationally useful. His cooldown is still high though, and he lacks a skill boost to Kraken, although gaining a skill bind resist instead, making him another situational sub for his awakening alone, while still boasting very high, well-rounded stats.

    Physical
    HP: 3823
    ATK: 1504
    RCV: 0
    Active: Enhance Water & Wood orbs. 6% per orb, up to 180% for full board.
    Cooldown: 15 Turns (7 min)
    Awakenings: [​IMG][​IMG][​IMG]
    Absolute Zero Hrungnir
    A beefier version of Kraken that's less intensive on the RCV. Hrungnir's active is slower and his awakenings are less useful however, making him more useful as a way to meet HP thresholds than replacing Kraken.
     
    Last edited: Apr 27, 2015
  5. nihil679

    nihil679 Member

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    Subs - Non-REM 2

    [Reserved for additional non-REM subs]
     
  6. nihil679

    nihil679 Member

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    Team Building

    [​IMG]
    What do we want in our Andromeda Team?
    An ideal team wants at least 5 skill boosts, so our fast orb changers are up on turn 0. This prevents being Andromeda from being gated and dying on the first floor, because the case of having 8 blue orbs to use immediately would be rather rare.
    We want as many row enhancements as we can get. As the primary damage multiplier, having more will make it much safer to not rely on combo multipliers for your damage.
    It's important to have two fast orb changers so that we have a very, very low chance of being trolled upon entering a descend, and so that we can have consistent damage. However, sacrificing one for a more heavy orb changer can be useful on certain occasions.
    One thing to note is that the ideal subs aren't always going to be your best sub immediately. First and foremost should be the importance of getting orb changers. If you have many slow/unskilled orb changers, it won't do you much good to use a damage spiker when you're still going to wait 6 turns for Blue Valkyrie, the slot could be used for another orb changer to make up for the slow speed. These are ideal, mostly end-game team templates.

    Bare Damage Formula (only activation, no enhanced orbs, no surplus orbs, no combos, row):
    Simple: Leader Multiplier * (1 + 0.1 * Row Enhance Awakenings) * (1 + 0.25 * 3-Orb Surplus) ; additional 25% for every non-color combo
    Complex: Leader Multiplier * (1 + 0.1 * Row Enhance Awakenings) * {[1 + ((Combo - 1) / 4)] * [1 + ((Length - 3) / 4)]}

    Teams to Build Towards

    HP: 18386
    ATK: 8437
    RCV: 2918
    Cost: 177
    7 [​IMG] 5 [​IMG]
    8 [​IMG] 1 [​IMG]
    Damage Calculations
    6-orb row: 9 * 1.8 * 1.75 = 28.35x ATK
    8-orb row: 16 * 1.8 * 2.25 = 64.8x ATK
    Standard Team
    • Standard but very ideal Andromeda team, fit for almost any dungeon
    • 100% skill lock resist
    • Two fast orb changers will be ready on turn 0 if skilled up
    • Both Andromeda will be ready on turn 1 if skilled up
    • Karin+Hatsume/Hermes combo available for burst

    HP: 15840
    ATK: 8062
    RCV: 3893
    Cost: 182
    6 [​IMG] 5 [​IMG]
    9 [​IMG] 1 [​IMG]
    Damage Calculations
    6-orb row: 9 * 1.9 * 1.75 = 29.925x ATK
    8-orb row: 16 * 1.9 * 2.25 = 68.4x ATK
    Andromeda Healer Team
    • Heavy burst-oriented team that utilizes Andromeda's and her many core subs' Healer type and Sun Quan's enhance. Gabriel is an open sub that can be changed. Gabriel yields 100% skill lock resist.
    • Karin replacing Gabriel will still yield an effective 1.83x damage spike from Sun Quan, meaning you can retain the Karin+Hatsume combo.
    • Your HP suffers greatly, meaning it may be difficult to meet a dungeon's HP threshold to tank certain hits. However, if you do survive, your RCV is incredibly high, making it easy to stall provided heart orbs.
    • At max skills, Hatsume and BValk are ready turn 0.
    • Sun Quan Minimum Burst: 16 * 1.9 * 2.25 * 2 = 136.8x ATK
    • However, if the boss does not have a shield, they are delayed, allowing for a second volley that still has the enhance, meaning the damage potential is twice the amount.

    HP: 18215
    ATK: 8154
    RCV: 2454
    Cost: 199
    5 [​IMG] 4 [​IMG]
    6 [​IMG] 7 [​IMG]
    Damage Calculations
    6-orb row: 9 * 1.6 * 1.75 = 25.2x ATK
    8-orb row: 16 * 1.6 * 2.25 = 57.6x ATK
    Poor Man's Team
    • Low-REM team, almost all subs are obtainable with very little REM. Berry Dragon will sometimes appear as a giveaway and is a common drop in the REM.
    • Siegfried uevo is optional, but the little bit of RCV may be more helpful than 100 more HP.
    • Kamui will be the most difficult to skill-up, he lacks a survey dungeon like his other elemental counterparts and requires clearing harder dungeons to obtain drops.
    • At max skill, Kamui and Siegfried are ready on turn 0
    • The team actually has 100% enhanced blue drops to add additional damage.
    • Hera-Is provides higher burst based on your orb enhance awakenings.
    • Hera-Is Minimum Burst: 16 * 1.6 * (2.25 * 1.48 * 1.35) = 115.0848x ATK
     
    Last edited: May 20, 2015
    Wodin likes this.
  7. nihil679

    nihil679 Member

    Messages:
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    Joined:
    Apr 10, 2014
    User ID:
    301,695,289
    PADherder:
    link
    Tips & Tricks and Useful Links

    [​IMG]
    • Having 6 row enhances allows Andromeda's 6-orb activation to do more damage than her 7-orb activation.
      9 * 1.6 * 1.75 = 25.20x
      12.25 * 1.0 * 2 = 24.50x
      9 * 1.5 * 1.75 = 23.625x
    • Don't forget that you can remove binds with this team! Every row of hearts should remove at least 6 turns of bind. As prem has stated, if Andromeda is bound her bind removal skill will not be active.
    • Rushing a dungeon is fun and all, but remember to stall when possible to allow for skills to cool down or to set up the board for an easier time killing the floor. Stalling is dependent on your HP and RCV, and enemy's timer and HP/defense, so information is important.
    • Because you usually have many orb changers, it's not recommended to store a lot of blue orbs because of how easy it is to skydrop on them and ruin it. Instead, store blue orbs and orb change targets - these targets will turn into blue orbs when you need them and won't mess up too badly in skydrops.

    Useful Links
    • Note that some of the following "board help" may not take into consideration Hero Gods' leader skills, so pay attention, that ideal combo might not be good for Andromeda.
    • This page shows the damage multipliers when given number of row enhances, enhanced orbs, and the number of off-color orbs (note: no Andromeda leader skill). It is useful as a way to quickly grab a final damage multiplier given a board you have.
    • Image showing board placement for maximum combos. Courtesy of prem.
    • Ideal Hero God row combo, dark orbs are attack color. Note, this is a 21/9 orb split. Courtesy of prem.
     
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  8. nihil679

    nihil679 Member

    Messages:
    463
    Likes Received:
    24
    Joined:
    Apr 10, 2014
    User ID:
    301,695,289
    PADherder:
    link
    Dungeon Walkthroughs

    [​IMG]
    WIP - This section is a constant work-in-progress, which needs your help! Cleared a dungeon of note with Andromeda? Post it here, explain a bit how you went through the dungeon, and get marked down in the Clear History of that dungeon!

    Beginner's Note: If you're new, one thing to remember before attempting most of these dungeons is that levels on your team counts a lot, especially if Andromeda is your starter and you're trying to attempt these for vital pieces to your team. Again, Andromeda is difficult to put together from scratch, but once together, she can take you very far, very quickly. Take your time to make sure your Andromeda is ready for these dungeons if you don't have another method to clear it.

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    Tuesday Mythical - Keeper of Gold
    Dungeon considerations:
    • Rush of Descend-level bosses with medium HP and high attack.
    • Preemptive attacks on all floors except floor 6 and any invades on floors 1-5. Require equal to or more than 16880 HP to survive.
    • Floor 4 and 5's preemptive attack damage and normal attack damage is much higher.
    • Floor 6 Keeper of the Gold will nuke after a total of 6 turns. When reaching 50% HP, he becomes red, halving his effective HP.
    Clear History:
    Mythical
    Andromeda+297/+205: BOdin, I&I+171, Hatsume, Siegfried (video)
    Andromeda+195/+297: BSonia, BValk, B/L I&I, Kamui (text)

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    Wednesday Mythical - Ancient Masks
    Dungeon considerations:
    • Rush of masks with mostly high defense; primary gimmick is an extremely long skill bind.
    • Floor 1, preemptive 99 turn skill bind. Total damage of all masks attacking is 19,652.
    • Floor 2, very high defense, but masks do not attack on first turn: they charge/enrage first, meaning a minimum of 6 turns before attacking.
    • Floor 4, a second preemptive 99 turn skill bind if you are not already skill binded - otherwise preemptive attack.
    • Floor 5, Ancient Masks.
      Blue Ancient Mask has preemptive gravity -50% HP and high defense.
      Green Ancient Mask has 1 million defense with 35 HP and preemptive guard, you would have to effectively reach 2 million to break his defense.
      In combination, both hits for a total of 9,000. However, when one or the other dies, their attack is increased by 10x (50,000 and 40,000 respectively).
    Clear History:
    Andromeda+297/+297: B/D Karin+297, BValk+297, Hatsume, Chester (video)
    Andromeda+62/+297: Hatsume, Siegfried, Gabriel, Amon (text)

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    Thursday Mythical - Dragon Fruits
    Dungeon considerations:
    • Rush of mobs with 1HKO capabilities on fast timers. Stalling is a difficult if not impossible option for a majority of the dungeon.
    • Also dominated by green mobs; although their HP is naturally low other than final floor.
    • Floor 1 has a preemptive move time debuff.
    • Floor 2 has wide binds on first turn.
    • Floor 3 has a preemptive attack for 8,411 damage and move time debuff. TAMADRA can allow for stalling after killing the other two mobs.
    • There are three Dragon Fruits: Red, Blue, and Green. Red and Blue have no more than effectively 2 million HP from 100%, Green has effectively 6 million HP from 100%.
      Red and Blue combined have a high chance of killing most teams, but individually they do not do as much damage as most of this dungeon.
      Green will infinitely stall until it is hit, then it will turn skip into a 1HKO.
    Clear History:
    Andromeda+264/+297: BSonia, BValk, B/L I&I, Hatsume (text)
    Andromeda+297/+297: BValk, Hermes, B/D Karin+150, Hatsume (text)
    Andromeda+297/+297: B/D Karin+244, Hermes, Shynee, Hatsume (text)

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    Friday Mythical - Angelit & Devilit
    Dungeon considerations:
    • Short dungeon with almost all high defense monsters.
    • Floor 2 has random 3 Dublits with 544,444 defense and 19 HP.
    • Floor 3 has 2 Dub-Mythlits and Baby TAMADRA.
    • Floor 4, double boss.
      Angelit will preemptive heal. Heartmakes every turn.
      Devilit will poison every other turn, and then jams hearts for high damage.
      Killing one or the other causes the surviving one to deal much higher damage.
    Clear History:
    Andromeda+297/+297: BValk, Hermes, B/D Karin+150, Hatsume (text)
    Andromeda+297/+297: Kamui, Siegfried, B/D Karin, Berry Dragon (video)

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    Divine Queens' Sleepless Castle - Hera
    Dungeon considerations:
    • Long dungeon. First half consists of random trash mobs, second half is a boss rush.
    • Floor 5 has a 1-turn timer.
    • Floor 6 hits for slow, moderate damage, but only has 255 thousand effective HP due to blue-to-red advantage.
    • Floor 7 has an effective 1 million effective HP due to blue-to-green disadvantage.
    • Floor 8 has moderate defense, spiking is needed to break defense.
    • Floor 9 immediately follows with high HP monster. 6 turns to kill Hades before kill nuke.
    • Floor 10, Hera attacks on a 1-turn timer for high damage with high HP.
    Clear History:

    [​IMG]
    The Heroes' Hideout - Berserk & Highlander
    Dungeon considerations:
    • Early floors contain multiples of enemies with average HP but hits for moderate damage. No enemy skills.
    • Floor 1 with all turn 1 timer attacks for a total of 17850 damage.
    • Floor 2 has masks, stall possible with enough HP and RCV.
    • Floor 3 has slow knights, stall possible.
    • Floor 4 triple slow Vampires, all attack for a total of 25560 damage.
    • Floor 5, double bosses.
      Highlander is green with moderate defense and 1-turn timer.
      Berserk is slow but hits for high damage. Together does 19795 damage.
    Clear History:

    [​IMG]
    Legendary Seaway - Wangren & Beyzul
    Dungeon considerations:
    • No recovery dungeon. Trash mobs are typically high defense and very high damage.
    • Floor 6, Dublits and ROdin TAMADRA. High damage.
    • Floor 7, double boss.
      Wangren has 1 turn timer.
      Beyzul has 4 turn timer but will kill most teams on first hit.
    Clear History:
    Andromeda+297/+297: Kamui, Siegfried, B/D Karin, Berry Dragon (video)
    Andromeda+297/+297: BSonia+297, B/D Karin+165, Kamui, Hatsume (text)

    [​IMG]
    Legendary Earth - Zaerog
    Dungeon considerations:
    • Purely high defense monsters with moderate HP (basically not easily plinked to death).
    Clear History:
    Andromeda+231/+297: Hermes, Hatsume, Leviathan, BValk (text)
    Andromeda+297/+297: BSonia+265, B/D Karin, BValk, Hatsume (text)

    [​IMG]
    The God King's Floating Garden - Zeus (Technical)
    Dungeon considerations:
    • Floors contain standard monsters, but in enough numbers to make the floor extremely threatening, with chances of being put at dangerous blue-to-green disadvantage on floor 4 due to random spawn.
    • Potentially dangerous floor 1 may require a turn 0 changer to be safe, otherwise you're banking on RNG that all the goats are turn 2 timers.
    • Floor 2 stallable on masks.
    • Zeus has very high damage with high HP. 10% chance of binding Andromeda as well due to Gods Gaze.
    Clear History:
    Andromeda+297/+297: BOdin, B/L I&I+216, BValk, Hatsume (video)
    Andromeda+297/+297: B/D Karin+297, B/L I&I+297, Bvalk, Hatsume (video)
    Andromeda+66/+297: BSonia, BValk, I&I, Kamui (text)

    [​IMG]
    Legendary Mountain Path - Threedia
    Dungeon considerations:
    • Mid-length dungeon, has focus on green monsters, typically with high defense and damage.
    • Floor 6, double Dub-lit and GOdin TAMADRA that preemptively bind for 3 turns. Damage and defenses are very high. GOdin TAMADRA will convert random to light on attacks.
    • Floor 7, Threedia. Blue-to-green disadvantage results in 10 million HP for 100-to-0. Preemptive shield. Very high damage attacks that jam every turn. High damage nuke on the third turn. Wide bind on fourth turn. Turn skip on fifth turn. Kill nuke on sixth.
    Clear History:
    Andromeda+297/+277: B/D Karin, BValk, Hermes, Hera-Is (text)
    Andromeda+297/+297: Hatsume+170, B/D Karin+294, Hermes, BSonia+297 (text)
    Andromeda+297/+297: B/D Karin+227, BValk+50, Hermes, Hera-Is (text)
    Andromeda+297/+297: Hatsume+170, B/D Karin+294, Hermes, BSonia+297 (text)
    Andromeda+297/+297: BSonia+297, B/D Karin+231, BValk, Hatsume (text)

    [​IMG]
    Legendary Hills - Defoud
    Dungeon considerations:
    • Mid-length dungeon with balanced floors and 1 large hurdle.
    • Floor 5, double Dub-lit and BOdin TAMADRA that preemptively hit-binds for 10,000 and 3 turns. Defenses are all high, with the Dub-lits hitting for 12,592 and BOdin TAMADRA for 10,000 per turn while orb converting.
      Consider your HP for next floor.
    • Floor 6, 16,879 damage preemptive attack. Standard Light/Dark Keepers.
    • Floor 7, Defoud. High HP at 5 million, with preemptive 6-combo shield. 60-40 chance of decent damage orb light-converting random orbs or a 15,813 nuke while above 50% HP. Kill nuke on the 6th turn.
    Clear History:
    Andromeda+297/+297: Hermes, Berry Dragon, BValk, Hatsume (text)

    [​IMG]
    Legendary Skyway - Lifive
    Dungeon considerations:
    • Mid-length dungeon with balanced floors and 1 large hurdle.
    • Floor 5, double Mystic Mask and LMeta TAMADRA that preemptively player heals. LMeta binds every turn.
    • Floor 6, consider your HP for next floor's preemptive attack.
    • Floor 7, Lifive. Has double attack. Preemptive attack for 19,785. Very hard hitting attacks every turn, on top of buffing himself every turn. Effective 3.5mil HP from blue-to-red advantage. Ideally one-shot him; his first turn counter will be a <6 combo absorb, and his <30% HP enrage is a >500k damage absorb.
    Clear History:
    CHALLENGE Andromeda+297: BOdin+297, BOdin+297, Andromeda+297, BSonia+271, B/L I&I+297 (text)

    [​IMG]
    Paradise of the Holy Beasts - Fagan
    Dungeon considerations:
    • Boss rush of Chinese Gods. Tends to be very high damage with low-level Descend health. All will mostly kill nuke at 20% health.
    • Floor 1, Keeper of Rainbow. Kill nukes on attack.
    • Floor 2, Genbu. Blue-to-green disadvantage against high defense as well. Usually jams, will also bind leaders.
    • Floor 3, Karin. Very high damage, will kill most standard Andromeda teams.
    • Floor 4, Leilan. Heartbreaks to red orbs with high damage. Be wary of next floor.
    • Floor 5, Haku. Preemptive attack for 10893. Has a chance of -99% HP gravity, otherwise does moderate attack.
    • Floor 6 is an array of Mythlits, Mystic Masks, and TAMADRA.
    • Floor 7, Sakuya. Preemptive blind. Binds dark on first turn. Very high damage.
    • Floor 8, Fagan. Preemptive heal. Very high damage. Kill nukes at 70%.
    Clear History:
    Andromeda+297/+297: BValk, Hermes, B/D Karin+160, Hatsume (text)
    CHALLENGE Andromeda+297: Andromeda+297, Andromeda+297, BOdin+297, BSonia+297, B/L I&I+297 (text)

    [​IMG]
    The Goddess Descended - Valkyrie
    Dungeon considerations:
    • High danger floor 1, requiring a turn 0 changer.
    • Has one very stall-able floor, one more floor somewhat stallable but more risky.
    • An extra, expendable burst will be extremely helpful for the floor before Valkyrie.
    • You will need a way to burst Valkyrie's rather respectable health.
    Clear History:
    Mythical
    Andromeda+213/+297: Kamui, Siegfried, Leviathan, Berry Dragon (text)

    [​IMG]
    The Thief Descended - Goemon
    Dungeon considerations:
    • Blue-to-red advantage, primarily in floor 4 and 5, meaning you require only half the damage to their HP.
    • Floors contain small monsters in very large numbers with very fast timers, along with some medium-defense monsters (breakable).
    • Floor 4 has a 1-3 turn water bind into turn skip, then moderate 1 turn attacks.
    • Goemon has a first turn nuke into stall, then very heavy 1 turn attacks. Do not stall.
    Clear History:
    Legend

    Mythical
    Andromeda+262/+297: Kamui, Siegfried, Leviathan, Berry Dragon (text)
    Andromeda+297/+283: BOdin, I&I+208, Hatsume, BValk (video)
    Andromeda+297/+1: B/D Karin+297, Hatsume, BValk, Hatsume (text/video)
    Andromeda+297/+297: BSonia, BValk, B/L I&I, Kamui (text)

    [​IMG]
    Hera-Is Descended - Hera-Is
    Dungeon considerations:
    • Rush of high danger targets. Stalling requires meeting HP thresholds as well as having very high RCV to recover the high damage after.
    • Floors 2, 3, and 4 somewhat stallable, high RCV or strong matching skills with good heart skydrops is needed.
    • All floor leading up to Hera-Is have modest HP, even in Mythical. The problem comes from their high damage.
    • Hera-Is has a very wide first-turn bind into very high damage. It is in your best interest to be able to 1-shot her.
    Clear History:
    Legend
    Andromeda+66/+297: BSonia, BValk, I&I, Kamui (text)

    Mythical
    Andromeda+297/+205: BOdin, I&I+172, Hatsume, Siegfried (video)
    Andromeda+99/+140: BSonia, BValk, B/L I&I, Kamui (text)
    Andromeda+297/+297: BSonia, B/D Karin, Hermes, Hatsume (video)

    [​IMG]
    Zeus-Dios Descended - Zeus-Dios
    Dungeon considerations:
    • It's green. Hate greens.
    • Rush of high danger targets on Mythical level. High HP as well as extremely high RCV is needed to stall on certain floors.
    • Preemptive attacks on floors 2, 4, and 5 mean the need to heal to survive the attack when moving on from the floor before it, further requiring the need of RCV.
    Clear History:
    Mythical
    Andromeda+297/+297: B/D Karin+297, B/L I&I+297, BValk, Hatsume (video)
    Andromeda+297/+297: BValk, Hermes, B/D Karin+150, Hatsume (text)
    Andromeda+297/+297: Muse, B/D Karin, BValk, Hatsume (text)

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    Hera-Ur Descended - Hera-Ur
    Dungeon considerations:
    • Blue-to-red advantage, meaning you require only half the damage to their HP.
    • Rush of dangerous targets on Legend, high danger on Mythical.
    • Legend has modest damage, but Mythical has very high damage, giving limited stalling opportunities.
    • Mythical has high damage preemptive attacks on floor 2 and 4, requiring some RCV if not having high HP to tank it through while sweeping every floor.
    • Floor 3 has a red high-defense monster, preemptive shield on Mythical. HP<50% causes a water bind into a nuke. It is possible, with high attack stats and high blue orbs, to break his defense due to blue-to-red advantage.
    • Hera-Ur only requires an effective 1.7 million damage to kill due to blue-to-green advantage. Legend has turn 1 shield, but Mythical has preemptive shield; once shield is set, she has a 10 turn water bind, meaning DO NOT STALL.
    Clear History:
    Legend

    Mythical
    Andromeda+297/+213: BOdin, I&I+175, Hatsume, Siegfriend (video)

    [​IMG]
    Satan Descended - Satan
    Dungeon considerations:
    • No heart orbs. Renders heartbreakers (Siegfried, BValk) less useful, but you have Andromeda to create hearts for heartbreakers to use. On the other hand, one less orb type means better distribution of blue orbs.
    • Obviously limited stalling due to no heart orbs without a heartmaker, and due to boss floor containing a preemptive attack, you must survive through 5 floors with at least 6006 HP left to survive Satan's preemptive attack.
    • Floor 5 has Hades at 1 million HP, but a long timer.
    • Satan has a preemptive attack into first turn shield. 3rd turn is a nuke, meaning you effectively have 3 turns to burst 6 million HP.
    Clear History:
    Mythical
    Andromeda+297/+297: BValk, Hermes, B/D Karin+158, Hatsume (text)
    Andromeda+297/+297: BSonia+297, Karin+221, BOdin+141, Hatsume (text)

    [​IMG]
    Athena Descended - Athena
    Dungeon considerations:
    • Rush of high danger targets, though each floor has a heal.
    • Limited stalling up to floor 3. Floor 3 requires no damage to stall indefinitely; limited off-colors are recommended (i.e., no red/green/light/dark).
    • Recommended to either have enough attack counts to kill Cu Chulainn on floor 2 quickly after his gravity, or have enough RCV to heal enough to survive his follow-up attack.
    • Athena has a preemptive heal into first turn shield, meaning an effective 2 turns to burst her 4 million health. However, her second half is green; a bad burst leaving her health at 50% makes have an effective 6 million health. It is in your best interest to do as much damage as possible in the first turn.
    Clear History:
    Mythical
    Andromeda+297/+297: Hermes, Wadatsumi, Hatsume, BValk (text)
    Andromeda+297/+297: B/D Karin+297, B/L I&I+297, BValk+297, Hatsume (video)

    [​IMG]
    Takeminaakta Descended - Takeminakata
    Dungeon considerations:
    • No green or dark orbs. Renders Kamui and Hatsume less useful, but gives you a much higher distribution of blue orbs, as well as very high combos.
    • For that reason, HP is slightly more inflated than other Descends.
    • Three preemptive attacks total with light damage, then many enrage attacks.
    • Floor 2 is infinitely stallable until damage is done to Kano, then causes enrage into very high damage.
    • Floor 4 has a gravity+jab kill combo on first turn counter. Enrages when the other is killed.
    • Floor 5, Takeminakata has 2 turn timer. Attacks do jamming, and enrages at 75%. With multiple volleys, you can squeeze out effectively 4 turns to kill him.
    Clear History:
    Mythical
    Andromeda+297/+213: BOdin, I&I+208, Siegfried, BValk (video)
    Andromeda+99/+140: BSonia, BValk, B/L I&I, Kamui (text)

    [​IMG]
    Beelzebub Descended - Beelzebub
    Dungeon considerations:
    • Rush of high danger targets. Most bosses have high HP.
    • Floor 2 has preemptive 6-orb convert to poison. Enrages at 50%
    • Floor 3 is random.
      Amon has very low HP and defense, but preemptively binds leaders for 3 turns with high chance of jam attack and high damage.
      Astaroth has very high defense and 39 HP, preemptive blind into -75% gravity and heartbreaks. Enrage attack at <30% HP.
    • Floor 4 has preemptive player heal, with 3 turns into kill nuke. From 100%, has effectively 700 thousand HP.
    • Beelzebub has a preemptive attack into convert to poison every other turn. Hits for moderate damage and starts enrage attacks at <40% HP (with a mini-enrage attack at <75%).
    Clear History:
    Mythical
    Andromeda+297/+297: BOdin, B/L I&I+281, BValk, Hatsume (video)

    [​IMG]
    Izanami Descended - Izanami
    Dungeon considerations:
    • Boss rush with very dangerous bosses. Difficulty differs due to random boss floors.
    • Floor 1 is preemptive attack and blind into first turn -99% gravity and jab for kill.
    • Floor 2 has similar spawns, only sub-element changes. Has preemptive attack, average damage in Legend while Mythical has a nuke at <50% HP.
    • Floor 3 has preemptive blind.
    • Floor 4 has different spawns.
      F/L Hino has preemptive player heal and high damage nukes.
      F/D Hino has preemptive -99% gravity and higher damage nukes. Both are on 2 turn timers though, and both start as red, halving their effective HP from 100%.
    • Floor 5, Light Izanami has preemptive skill bind for 10 turns. Cycles between D->L and G->R orb changing for average to high damage.
    • Floor 6, Dark Izanami has preemptive move time debuff, then first turn poison. She then cycles between jammer, very high damage nuke, poison, then back to jammers again.
    Clear History:
    Legend
    Andromeda+262/+297: Kamui, Siegfried, Berry Dragon, I&I (text) OUTDATED
    Andromeda+99/+297: BSonia, BValk, B/L I&I, Kamui (text) OUTDATED

    Mythical
    Andromeda+249/+297: Hermes, Hatsume, Wadatsumi, BValk (text) OUTDATED
    Andromeda+297/AwoNeptune: BValk, Hermes, B/D Karin+150, Hatsume (text)
    Andromeda+10/+297: Hatsume, B/L Siegfried, I&I, BOdin (text)

    [​IMG]
    Heracles Descended - Heracles
    Dungeon considerations:
    • Boss rush with a wide spread of moderate to high damage nukes.
    • Floor 2 has Fafnir, a green boss with an effective 4 million HP due to blue-to-green disadvantage. Turn skips into awakening gives effectively 3 turns to kill him before nuke.
    • Floor 3 has a preemptive attack, -99% gravity, and a nuke, with a turn skip after every turn. From 100%, has effectively 750 thousand HP due to blue-to-red advantage.
    • Floor 4 has a preemptive orb movetime debuff, but otherwise stallable due to moderate damage. Has a 1 time-use self-heal at <75% and low HP. No enrage, but does have heart-jamming at <30% HP.
    • Floor 5, Heracles has a preemptive 2-turn skill bind, then goes in order of -99% gravity, small nuke, team bind, convert to poison, small nuke, enrage, large nuke, turn skip, kill nuke. From 100%, Heracles has an effective 10 million HP, and you must burst 5 million to get him to light element.
    Clear History:
    Legend

    Mythical
    Andromeda+297/+213: BOdin, I&I+206, Hatsume, BValk (video)
    Andromeda+249/+297: Hermes, Hatsume, Wadatsumi, BValk (text)
    Andromeda+297/+297: B/L I&I, Ruka, BValk, Hatsume (text)

    [​IMG]
    Hera-Beorc Descended - Hera-Beorc
    Dungeon considerations:
    • Green dungeon with a rush of bosses with moderate to high damage nukes.
    • Floor 2 has a preemptive player heal.
    • Floor 3 has a preemptive move time debuff that lasts until kill nuke, with high boss-tier HP. However...
    • Floor 4 has a preemptive skill bind for 10 turns. Furthermore, each turn is a ramping damage attack, with Legend turn 5 or Mythical turn 4 or 5 being kill nukes.
    • Floor 5, Hera-Beorc, from 100%, has an effective 4 million HP in Legend and 7 million HP in Mythical. She also has high chance of a sub bind.
    Clear History:
    Legend
    Andromeda+297/+297: BSonia, BValk, B/L I&I, Kamui (text)

    Mythical
    Andromeda+297/+297: B/D Karin+297, B/L I&I+297, BValk, Hatsume (video)
    Andromeda+297/+297: Hermes, Leviathan, Hatsume, BValk (text)
    Andromeda+297/+297: Lakshmi, B/D Karin+253, Hermes, Hatsume (text)
    Andromeda+297/+297: Muse, B/D Karin, BValk, Hatsume (text)

    [​IMG]
    Hera-Sowilo Descended - Hera-Sowilo
    Dungeon considerations:
    • Long dungeon with a lot of low mobs, but high amounts of gimmicks on each floor.
    • Floor 3 has a preemptive poison convert, and then cycles between jammers and poison. Also has moderate defense, but HP equivalent to other fodder mobs.
    • Floor 5 has preemptive shield, then 3 turn countdown to a kill nuke.
    • Floor 7 has moderate attack. At <50%, she begins an enrage phase with 3-sub binds, then cycles between heartmaking and a high damage nuke.
    • Floor 9 has preemptive combo<5 absorb. Has above average chance of creating light orbs.
    • Floor 10, Hera-Sowilo has a preemptive 5 turn skill bind, then has a first turn shield. Cycles between a sub bind and a dark to light convert. <50% enrage phase is a combo<6 absorb with a 3 turn countdown to kill nuke.
    Clear History:
    Legend

    Mythical
    Andromeda+297/+297: BSonia, BValk, B/L I&I, Kamui (text)

    [​IMG]
    Zeus-Vulcan Descended - Zeus-Vulcan
    Dungeon considerations:
    • Although a red dungeon, the dungeon also features extremely dangerous green monsters.
    • After floor 1, all floors are boss rushes with high HP with either high damage nukes or potent gimmicks.
    • First dungeon to feature a new (de)buff that increases the chances of certain orbs to drop on floors 2 and 7. Due to this, it is recommended to have high RCV to be able to stall out the skydrops.
    • Floor 2 has fire absorb, take caution when using a sub with fire sub-element such as Siegfried. Not only does the increased red drop cause the sub-element attack to be high, there have been cases in which improper sub position causes the boss to stay alive due to the sub-element being the final attack to heal. Otherwise stallable with high RCV.
    • Floor 3 has an effective 2 million HP due to blue-to-green disadvantage.
    • Floor 4 has preemptive player heal, then a nuke after 6 turns and converts blue to heart on turn 1 timer.
    • Floor 5 has preemptive player heal and potentially infinite stall.
    • Floor 6 has preemptive player heal and very high defense.
    • Floor 7 is a green effective 3.4 million health has preemptive jammer skydrops. Also a 2-turn bind on your leader every 3 turns and high damage. High RCV recommended to stall out the jammers.
    • Floor 8 has a 100% chance 10-turn water bind after first turn.
    • Floor 10 has a <=4 combo absorb.
    Clear History:
    Mythical
    Andromeda+297/+297: B/D Karin+297, B/L I&I+297, BValk, Hatsume (video)
    Andromeda+297/+297: Hermes, Ruka, Hatsume, BValk (text)
    Andromeda+297/+297: BValk, Hermes, B/D Karin+150, Hatsume (text)
    Andromeda+297/+297: BSonia+297, B/D Karin+223, Hatsume, Hermes (text)
    Andromeda/+297: Hermes, B/D Karin, Hatsume, BOdin (video)
    Andromeda+297/+297: Kamui, Siegfried, B/D Karin, I&I (video)
    Andromeda+297/+297: BSonia+297, B/D Karin+223, Hatsume, Hermes (text)
    Andromeda+297/+297: BSonia+297, B/D Karin+231, BValk, Hatsume (text)

    [​IMG]
    Thoth & Sopdet Descended - Thoth & Sopdet
    Dungeon considerations:
    • Mid-length dungeon with a decent variety of floors. Dual boss final floor.
    • Floor 1 has strong preemptive attacks. On Mythical, has a normal attack that will kill most Andromeda teams.
    • Floor 2 has a preemptive 99% HP gravity, then varies between random bind and nuke. Blue-to-green disadvantage gives it 2.6 million effective HP.
    • Floor 4 has very high defense and places a red skydrop debuff on first turn. 5th turn is a kill nuke. Be sure to have enough HP to survive the preemptive next floor.
    • Floor 5 has a light preemptive attack. Very often cycles orb changers.
    • Floor 6 is a duo boss floor with Sopdet and Thoth. Both will revive the other if they are not killed together.
      Sopdet will absorb < 5 combos. She cycles between converting light orbs to hearts or dark orbs to hearts.
      Thoth will cycle between jamming red orbs, poisoning 6 random orbs, and random 3-turn binding.
    Clear History:
    Legend

    Mythical
    Andromeda+249/+297: Hermes, Hatsume, Leviathan, BValk (text)
    Andromeda+297/+297: BValk, Hermes, B/D Karin+150, Hatsume (text)

    [​IMG]
    Mephisto Descended - Mephisto
    Dungeon considerations:
    • Mid-length dungeon with no heart orbs as well as high-damage attacks and jammers on many floors. No preemptive attacks, but one preemptive poison to be weary of.
    • Floor 2 has preemptive jamming, as well as 3-poison orb creation each turn.
    • Floor 4 has high damage and enraged attacks at <75% HP.
    • Floor 5 has a preemptive jam-drop debuff OR will jam all your light monsters (depending if you have one). Has high damage.
    • Floor 6 has preemptive poison convert OR will jam all your dark monsters (depending if you have one). Can deal high damage and has boss-level HP.
    • Floor 7, Mephistopheles. Has preemptive shield for 4 turns, then rotates blind and high damage while above 40% HP.
      40% Enrage will kill most teams.
    Clear History:
    Mythical
    Andromeda+274/+297: Hermes, Hatsume, Leviathan, Berry Dragon (text)
    Andromeda+297/+297: B/D Karin+297, BValk+297, Hatsume, Hatsume (video)
    Andromeda+297/+297: Kamui, B/D Karin, Hermes, I&I (video)

    [​IMG]
    Zeus-Mercury Descended - Zeus-Mercury
    Dungeon considerations:
    • Long dungeon with average gimmicks.
    • Floor 1 has preemptive blue orb drops. Kill nukes at turn 5.
    • Floor 2 has preemptive heal. Also converts random to blue orbs.
    • Floor 4 has preemptive wood bind if present, otherwise blinds. Binds every attack.
    • Floor 6 has preemptive jamming. Very random range of nukes, blinds, binds, jams, and nuke-heartmake. <75% has a jam skydrop.
    • Floor 7 has preemptive wood bind if present, otherwise converts random to light. High damage and has a chance to make red orbs.
    • Floor 8 has high defense and rotates between poison 5 orbs and nuke-converts light to dark. At <50%, will poison 12 orbs every turn instead.
    • Floor 9 is Hera-Is. First turn counter will bind 5 for 1-2 turns. High damage.
    • Floor 10, Zeus Mercury. Preemptive shield into first turn blue sky drops and convert random to blue. High HP at 5 million.
    Clear History:
    Mythical
    Andromeda+297/+297: Hermes, Berry Dragon, Hatsume, BValk (text)
    Andromeda+297/+297: B/D Karin+297, B/L I&I+297, BValk+297, Hatsume (video)
    Andromeda+297/+297: BSonia+265, B/D Karin, BValk, Hatsume (text)

    [​IMG]
    Cauchemar Descended - Cauchemar
    Dungeon considerations:
    • Short dungeon with final boss being green.
    • Floor 1 has preemptive jammers skydrop.
    • Floor 2 has light absorb, be wary when using teams with light sub-attributes.
    • Floor 3 has dark absorb, be wary when using teams with dark sub-attributes. She also poisons for 4 turns, and kill nukes on the 5th.
    • Floor 4 has a preemptive -99% gravity, then a high damage nuke on his second attack. Enrage buff at 50% to kill.
    • Floor 5, Cauchemar. Preemptive <5 combo absorb. Low to mid damage attacks, but has chance to jams heal orbs or binds.
    Clear History:
    Legend

    Mythical
    Andromeda+297/+297: Hermes, Berry Dragon, Hatsume, BValk (text)
    Andromeda+297/+297: B/D Karin+297, B/L I&I+297, BValk+297, Hatsume (video)
    Andromeda+297/+297: Hatsume+297, B/D Karin+297, Hermes+297, B/L I&I+297 (text)
    Andromeda+297/+297: B/D Karin+241, Hermes, B/L Lakshmi, Hatsume (text)

    [​IMG]
    Zhao Yun Descended - Zhao Yun
    Dungeon considerations:
    • Mid-length standard dungeon.
    • Floor 2, High Light Ninja will one-hit most standard teams.
    • Floor 3, preemptive time debuff. Rotates between poison and -99% gravity.
    • Floor 4, preemptive dark absorb. Rotates between 2 sub bind and high damage nuke.
    • Floor 5, preemptive 5 turn skill bind. Blue-to-green disadvantage is 4 million HP from 100 to 0.
    • Floor 6, Zhao Yun. <6 combo absorb on first turn. Blue-to-green disadvantage is 8 million HP from 100 to 0. Has chance to random convert to light or -99% gravity or blind.
    Clear History:
    Legend

    Mythical
    Andromeda+297/+297: Hermes, Hera-Is, Hatsume, BValk+262 (text)
    Andromeda+297/+297: Muse, B/D Karin, BValk, Hatsume (text)
    Andromeda+297/+297: B/D Karin+244, BSonia+297, Hatsume, B/L Lakshmi (text)
    Andromeda+297/+297: Skuld+297, B/L I&I+297, BValk+297, Hatsume+297 (video)

    [​IMG]
    Grimoires Descended - Theurgia, Ars Paulina, or Armadel
    Dungeon considerations:
    • Floor 1 danger, potential death on turn 1 if not swept or accounted for on standard teams.
    • Floor 5, with enough HP, is easy to stall because of cycle of random-to-blue orb convert, followed by blue-to-heart convert.
    • Floor 6, high defense green boss Michael.
    • Floor 7 boss is random.
    Clear History:
    Legend

    Mythical
    Andromeda+297/+297: B/D Karin+297, Hatsume+297, Muse, Hermes+90 (text)
    Andromeda+297/+297: B/L I&I, B/D Karin, BValk, Hatsume (text)
    Andromeda+297/+297: Hermes, Hera-Is, Hatsume, BValk+297 (video)

    [​IMG]
    Medjedra Descended - Medjedra
    Dungeon considerations:
    • Floor 1 preemptive 99-turn skill lock. Floor 3 will have a 5-turn skill lock as well. 100% skill lock resist highly recommended.
    • With half-decent RCV and enough HP, high stall points on Osiris.
    • Floor 6, Medjedra, will swap your leader with a random sub for 3 turns. 2 of those turns are mostly wasted, while the 3rd turn will be used from his random skillset.
    Clear History:
    Legend

    Mythical
    Andromeda+297/+297: Hermes, Skuld+297, Hera-Is, BValk+297 (video)

    [​IMG]
    Diagoldos Descended - Diagoldos
    Dungeon considerations:
    • Floor 1 danger, potential death on turn 1 if not swept or accounted for on standard teams.
    • Floor 2 has preemptive 10-turn blue absorb.
    Clear History:
    Legend

    Mythical
    Andromeda+297/+297: Hermes+297, Skuld+297, Mithril Edge, BValk+297 (video)

    [​IMG]
    Sonia Gran Descended
    Dungeon considerations:
    • Floor 6, Sonia Gran, cannot be killed from >50% HP, otherwise she will resolve and 100% heal herself.
    Clear History:
    Mythical
    Andromeda+297/+297: BSonia+297, B/D Karin+297, BValk, Hatsume+231 (text)

    [​IMG]
    Sphinx Descended - Sphinx
    Dungeon considerations:
    • Short dungeon. Consider a team capable of stalling due to floor 4's skill slow, as well as floor 3's upper-damage absorb.
    • Floor 3 has a preemptive >200k damage absorb; test your damage in Endless Corridor for the most optimal board set-up, leaving a comfortable enough room in case of skyfalls.
    • Floor 4 has a preemptive skill 5-turn slow. Damage per turn is low, but cycles jamming, poison, and bind.
    • Floor 5, Sphinx, has a preemptive 5-combo absorb for 5-turns. Medium damage >80% HP, therefore the absorb is stallable if needed.
    Clear History:
    Legend

    Mythical

    [​IMG]
    Aamir Descended - Aamir
    Dungeon considerations:
    • Boss floor has triple turn gimmick; each enemy turn counter will allow the enemy to do 3 things.
      Also has a damage upper-damage absorb.
    Clear History:
    Legend
    Andromeda+48/LMeta+9: BValk+189, Ruka+123, UmiYama, Sun Quan (text)

    Mythical

    [​IMG]
    Zeus & Hera Descended - Zeus & Hera
    Dungeon considerations:
    • Boss rush. Boss floor has double turn gimmick; each enemy turn counter will allow the enemy to do 2 things.
    • Floor 4 has preemptive 5-turn skill lock.
    Clear History:
    Legend

    Mythical
    Andromeda+297/+297: Hermes+297, Skuld+297, Sun Quan, BValk+297 (video)

    [​IMG]
    Sandalphon Descended - Sandalphon
    Dungeon considerations:
    • Short boss rush with no duplicates allowed, including leaders. You must pair with another kind of leader and not another Andromeda.
    • Floor 2 has preemptive jamming.
    • Floor 3 has 3 different possibilities. Of the most notable:
      Gabriel will preemptive bind your leader for 5 turns. Cycles between a nuke and a -99% gravity. Low HP.
      Michael has preemptive 4 turn shield, then first-turn BOTH leader 4 turn bind. Extremely high defense as well as blue-to-green disadvantage. Does ramping damage attacks and kills on the 4th attack.
    • Floor 4 has preemptive dark absorb. Kill nuke on first attack.
    • Floor 5, Sandalphon. Preemptive skill bind for 3 turns, then usually converts dark orbs to light orbs, with 30% chance of a high damage nuke. At <50% HP, will bind all Gods for 10 turns. At <30%, high damage (most likely kill) nuke.
    Clear History:
    Mythical
    Andromeda+297/BOdin+297: Hermes, Leviathan, Hatsume, BValk (text)
    Sarasvati/Andromeda+297: B/D Karin+297, B/L I&I+297, BValk+297, Hatsume (video)
    Andromeda+297/Skuld+172: Lakshmi, B/D Karin+223, Hatsume, Hermes (text)
    Andromeda+297/AwoNeptune+297: BValk, Hermes, B/D Karin+150, Hatsume (text)

    [​IMG]
    Wadatsumi Descended - Wadatsumi
    Dungeon considerations:
    • Mid-length dungeon with awoken skills disabled, meaning no row enhances.
    • Floor 2 has preemptive random convert to blue orbs. Will kill nuke on first attack.
    • Floor 3 has preemptive jamming. Will bind red monsters on first turn.
    • Floor 4 has preemptive green absorb. Cycles between heartbreak into blue orbs and then jamming blue orbs.
    • Floor 5 has preemptive -99% gravity, then ramping damage after, with a green bind at <50% HP. Will kill on the 4th attack.
    • Floor 6, Wadatsumi. Preemptive <5 combo absorb. Varies between heartmaking blue orbs or green converting to blue orbs. Jams at <75% HP. Kills at <25% HP.
    Clear History:
    Legend

    Mythical[/URL]
    Andromeda+297/+297: Hermes, Wadatsumi, Hatsume, BValk (text)
    Andromeda+297/+297: Hermes, Lakshmi, Hatsume, BValk+278 (video)
    Andromeda+297/+297: Hatsume+297, B/D Karin+297, Hermes+86, BSonia+297 (text)

    [​IMG]
    Noah Descended - Noah
    Dungeon considerations:
    • All attributes required, you must assemble a team in which red, green, light, and dark attributes, primary or secondary, are present.
    • Floor 5, 1 sub 1-turn bind every other turn. At <75%, will blue orb drop debuff and kill nuke after a 3 turn countdown.
    • Floor 6, Noah. Preemptive player heal. Rotates between -99% gravity, 1 sub 2-turn bind, random orb convert, and heartmake.
    Clear History:
    Legend
    Andromeda+297/AwoNeptune+297: Echidna, Supergirl, Marine Rider, DMeta (text)

    Mythical
    Andromeda+297/+297: Arcline, DIzanmi, Kushinada, RSonia (text)
    Andromeda+297/Kushinada: DMeta, RSonia, Supergirl, B/D Karin+250 (text)

    [​IMG]
    Kanetsugu - Kanetsugu
    Dungeon considerations:
    • All attributes required, you must assemble a team in which red, green, light, and dark attributes, primary or secondary, are present.
    • Floor 4 has preemptive blind and 1 sub 2-4 turn bind. High Dark Ninja has very high defense.
    • Floor 6 is random. Kenshin has high defense. Masamune is green.
    • Floor 7, Kanetsugu. Will heartmake every other turn for medium damage. At <85%, enrages and does high damage on his heartmaker.
    Clear History:
    Legend
    Andromeda+297/+297: DMeta, Supergirl, Echidna, Marine Rider (text)

    Mythical

    Andromeda+297/AwoNeptune+297: Supergirl, DMeta, Echidna, Marine Rider (text)

    [​IMG]
    Guan Yinping - Guan Yinping
    Dungeon considerations:
    • Physical or Healer-type only.
    • Floor 5, kill nuke after 3 turns.
    • Floor 6, Guan Yinping. Preemptive <4 combo absorb. Blue-to-red advantage gives her only 1 million HP.
    Clear History:
    Master

    Legend

    [​IMG]
    Kaguya-Hime - Kaguya-Hime
    Dungeon considerations:
    • No RCV, no awakenings. Considering no RCV, there is only 1 preemptive attack for the entire dungeon.
    • Floor 6, Kaguya-Hime, has perseverance. Also preemptively heals you.
    Clear History:
    Legend

    Mythical
    Andromeda+297/BOdin+297: Hermes+297, Skuld+297, Hatsume, Ruka (video)

    [​IMG]
    Zhou Yu - Zhou Yu
    Dungeon considerations:
    • All attributes required. Boss floor has double turn gimmick; each enemy turn counter will allow the enemy to do 2 things.
    Clear History:
    Legend

    Mythical
    Andromeda+297/+297: Hermes+297, Wadatsumi, Urd, Skuld+297 (video)]

    [​IMG]
    Ultimate God Rush
    Dungeon considerations:
    • Varied Descend Gods rush. Extremely high damage, beyond Mythical Descend-level HP.
    • Floor 1, Gaia will preemptive absorb fire. Rotates between nuke, gravity, and heartmaker nuke. Blue-to-green disadvantage gives her 3.2 million effective HP.
    • Floor 2, Athena will preemptive heal, then use first turn to shield. Be wary of next floor before advancing.
    • Floor 3, Zeus-Dios will preemptive attack for 22,601, then use first turn to shield. Very high damage on all attacks and jams red orbs. 6.4 million effective HP from full.
    • Floor 4 is random.
      Satan will preemptive attack for 6005, then use first turn to shield. Moderate damage attacks, but still kill nuke on his third turn.
      Extreme King Metal Dragon has extremely high defense and HP. Kill nukes at 6 turns.
      Beelzebub will preemptive attack for 11,092. Rotates high damage attack and poison. Starts using very high damage nuke at 75% HP.
    • Floor 5, Zeus Stratios. Preemptive <6 combo absorb. Extremely high damage jam attack. Binds all God-types at 50% HP. 6 million HP.
    Clear History:
    Legend Plus
    Andromeda+297/AwoNeptune+297: Hermes, Skuld, Hera-Is, BValk+262 (text)
    Andromeda+297/+297: Hatsume, B/D Karin, Lakshmi, Hermes (text)

    [​IMG]
    Ultimate Hera Rush
    Dungeon considerations:
    • Floor 1, Hera-Ur will bind all blue on her first turn counter.
    • After floor 5, Hera-Sowilo, be able to survive a preemptive 31k damage attack from Queen Hera.
    Clear History:
    Legend Plus
    Andromeda+297/+297: Himeko, B/D Karin, BOdin, Hatsume (text)
    Andromeda+297/A. Neptune: Berry Dragon, BValk, Hermes, Hatsume (text)
    Andromeda+297/+297: BValk+297, Hatsume+297, Hermes+297, DMeta+297 (text)
    Andromeda+297/+297: Hermes, Midgard, Hatsume, BValk+278 (video)
    Andromeda+297/+297: Kushinada, Hatsume+297, BSonia+297, Hermes+89 (text)
    Andromeda+297/+297: Midgard, BSonia+297, BValk, Hatsume (text)
    Andromeda+297/+297: B/D Karin+297, Awilda+297, BValk+297, Hatsume+297 (video)

    [​IMG]
    Ultimate Devil Rush
    Dungeon considerations:
    • Floor 2, Extreme King Metal Dragon may appear.
    • Final floor 5, Beelzebub, has a preemptive full board poison.
    Clear History:
    Andromeda+297/+297: Hermes, Skuld, Hatsume, BValk+278 (video)

    [​IMG]
    Ultimate Dragon Rush
    Dungeon considerations:
    • Floor 6, Extreme King Metal Dragon may appear.
    Clear History:
    Legend Plus
    Andromeda+297/+297: Hermes, Hera-Is, Hatsume, BValk+262 (video)
    Andromeda+297/AwoNeptune+104: B/D Karin+236, Hera-Is, Hatsume, Hermes (text)
    Andromeda+297/AwoNeptune+297: Muse, B/D Karin+165, Hatsume, BValk (text)
    Andromeda+297/Skuld+297: B/D Karin+297, Hatsume+297, BSonia+297, Hermes+297 (text)
    Andromeda+297/+297: Muse, B/D Karin, BValk, Hatsume (text)
    Andromeda+297/AwoNeptune+297: Hermes, Skuld+277, Hera-Is, BValk+297 (text)

    True Endless Corridor
    True Endless Corridor
    Dungeon considerations:
    • It's really long.
    Clear History:
    Andromeda+231/+297: Hermes, Hatsume, Shinji&Eva-01, BValk (text)
    Andromeda+297/+297: BValk, Hermes, B/D Karin+160, Hatsume (text)
    Andromeda+297/+297: Muse, B/D Karin, BValk, Hatsume (text)
    Andromeda+297/+297: Hermes, Lakshmi, BValk+278, Hatsume (video)
    Andromeda/+297: BValk, Hatsuem, U&Y+297, Sun Quan (text)
     
    Last edited: Sep 4, 2015
  9. nihil679

    nihil679 Member

    Messages:
    463
    Likes Received:
    24
    Joined:
    Apr 10, 2014
    User ID:
    301,695,289
    PADherder:
    link
    Friendslist

    [​IMG]

    Please follow this example for posting for the friendlist. Be sure to list the monster IDs of your other leads so I can add them easier.

    Forum Name In-Game Name ID Number Other Leaders Andromeda Information
    prem prem SA 333,944,247 1ST HYPERMAX +297/SKILLMAX
    iplayvicariously BCSD@/r 372,496,223 2ND HYPERMAX +297/SKILLMAX
    Tiquity Yuri 387,590,287 3RD HYPERMAX +297/SKILLMAX
    ta11gees3 miku 309,269,224 4TH HYPERMAX +297/SKILLMAX
    Cinyras Cinyras@PF 308,403,377 5TH HYPERMAX +297/SKILLMAX
    Snowflake チェルシー 361,092,221 6TH HYPERMAX +297/SKILLMAX
    Redux Redux 327,711,335 7TH HYPERMAX +297/SKILLMAX
    Infinity1176 ??@PFG 338,108,334 8TH HYPERMAX +297/SKILLMAX
    nihil679 Nihiru 301,695,289 9TH HYPERMAX +297/SKILLMAX
    icedragon926 Xternal2 382,103,341 10TH HYPERMAX +297/SKILLMAX
    Laxus Laxus@PF 375,667,266 11TH HYPERMAX +297/SKILLMAX
    daHsu daHsu 300,176,295 12TH HYPERMAX +297/SKILLMAX
    TW56 GyozaCrumb 300,416,326 13TH HYPERMAX +297/SKILLMAX
    mengkage mengkage 340,009,343 14TH HYPERMAX +297/SKILLMAX
    prilquob prilquob 336,874,283 15TH HYPERMAX +297/SKILLMAX
    Fork Year Fork Year 363,480,202 16TH HYPERMAX +297/SKILLMAX
    gninjagnome keroo SA 305,051,245 17TH HYPERMAX +297/SKILLMAX
    Client Client 357,031,368 18TH HYPERMAX +297/SKILLMAX
    EpicDrop EpicDrop@pf 347,606,314 19TH HYPERMAX +297/SKILLMAX
    riverside Riverside 374,101,346 20TH HYPERMAX +297/SKILLMAX
    Gleam Gleam 302,855,225 21ST HYPERMAX +297/SKILLMAX
    Trotskey Trotskey 368,849,329 22ND HYPERMAX +297/SKILLMAX
    LabMonkey LMonkey@PF 355,950,240 23RD HYPERMAX +297/SKILLMAX
    Literal Literal 311,654,322 24TH HYPERMAX +297/SKILLMAX
    Gnomi Gnomi2@PF 346,784,278 25TH HYPERMAX +297/SKILLMAX
    ShinKermit Hijinx 390,534,370 26TH HYPERMAX +297/SKILLMAX
    bibi bibi 392,495,294 27TH HYPERMAX +297/SKILLMAX
    Yuri-G yuri-g @pf 387,256,391 28TH HYPERMAX +297/SKILLMAX
    Canvas Canvas 359,759,329 29TH HYPERMAX +297/SKILLMAX
    mizu 300,065,239 +297/Skill 5
    Aulanticus Aulanticus 372,562,239 +297/Skill 4
    crazymtgplayer crazmtg@/r 364,401,317 +297/Skill 3
    forw4rd jech 361,592,207 +297/Skill 3
    bbq sawss bbqsawss 330,791,229 +297/Skill 2
    Amon Amon@PF 311,467,284 +297/Unskilled
    UNKNOWN imlizbth@r 306,204,332 +297/Unskilled
    Senpaichan Senpaichan 333,119,388 +199/SKILLMAX
    TMtechnika TMtechnika 326,804,399 +62/SKILLMAX
    EventHorizon Horizon@PF 392,169,219 +175/Unskilled
    Gradiant Gradiant 331,248,387 +103/Unskilled
    Tbunnyf1sh TB@pf 394,989,248 +86/Skill 3
    Kazehana KazehanaPF 330,868,273 +70/SKILLMAX
    Oathless_Sky Riku 386,068,261 +21/SKILLMAX
    Chenzi Chenzi 336,401,368 +0/Skill 3
    irvo irvo@PF 368,294,253 +0/Unskilled
    waynesan76 waldo 395,842,399 +0/Unskilled
    UNKNOWN Jazzysama 327,576,240 +77/Unskilled
    Audiam Avantier 302, 778, 245 +23/Unskilled
    It3mUs3r It3m 303,607,324 +4/Unskilled
    knachel87 Diablo@PF 323,579,274 +1/Unskilled
    sham sham@PF 395,110,389 +1/Unskilled
    Doki-Doki tom@PF/R/ 328,106,322 +1/Unskilled
    Shadowshift HirouSA@PF 334,794,233 SKILLMAX
    Cookies Cookies@PF 345,409,335 Level 89, +80/Unskilled
    Vael 게리 389,340,338 Level 87, +24/Unskilled
    aznperson1 Timothy 348,788,311 Level 84, +26/Skill 3
    Spencer25 Spencer 387,646,379 Level 83, +0/SKILLMAX
    fabien Argoth@PF 345,516,362 Level 67, +25/Unskilled
    hyorinryu hyorinryu 357,646,299 Level 60, +9/Unskilled
     
    Last edited: Nov 19, 2015
  10. nihil679

    nihil679 Member

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    RE: [Team Building] Starsea Goddess, Andromeda 2.0 (WIP)

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  11. nihil679

    nihil679 Member

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    RE: [Team Building] Starsea Goddess, Andromeda 2.0 (WIP)

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  12. nihil679

    nihil679 Member

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  13. nihil679

    nihil679 Member

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  14. nihil679

    nihil679 Member

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  15. nihil679

    nihil679 Member

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    RE: [Team Building] Starsea Goddess, Andromeda 2.0 (WIP)

    Opened. Didn't realize Team Building was so over image limit, going to be adjusting it, might take out awakening pictures. Sleep for now.
     
  16. Tiquity

    Tiquity Need more Andros. Send help.

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    RE: [Team Building] Starsea Goddess, Andromeda 2.0 (WIP)

    Good luck with the guide!
     
  17. crazymtgplayer

    crazymtgplayer New Member

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    RE: [Team Building] Starsea Goddess, Andromeda 2.0 (WIP)

    Godspeed captain!
     
  18. nihil679

    nihil679 Member

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    RE: [Team Building] Starsea Goddess, Andromeda 2.0 (WIP)

    Ugh, I think that's enough changes for now. Stole the new sub listing format from the Karin guide and added/removed some bits that I thought were better. Nearly broke the post a minimum of 5 times because of the tables. If you spot anything off or missing, please tell. If you have suggestions, please tell.

    Only other notable monster to add is Ruka, which I'll wait to see her uevo in JP before I make a comment on future uses.

    I'll probably change Team Building to just show some team possibilities and talk more about general team set-ups rather than it being about interchangeable subs like before; feel like that's already covered in the subs section.

    Tips & Tricks, don't know. I'll think about it later.

    Dungeon Walkthroughs will probably just be "I cleared it with this." I mean, hopefully we get posts of people clearing early ones with makeshift Andromeda teams that work, that would be interesting, but eh.
     
  19. EventHorizon

    EventHorizon Well-Known Member

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    RE: [Team Building] Starsea Goddess, Andromeda 2.0 (WIP)

    Very nice! I really like the new styling on the sub list :D

    Just one nitpick, rows are always better than 7 orb 12.25x. Andromeda teams will always have at least 4 rows, 9 * 1.4 =12.6x
     
  20. nihil679

    nihil679 Member

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    RE: [Team Building] Starsea Goddess, Andromeda 2.0 (WIP)

    Oh, must have messed up my math somewhere awhile ago, I thought 7-orb had a higher multiplier.
    Fixed.

    Edit: Added links to the table of contents and formatted the team building to look pretty. Will add more teams later, feel free to submit any teams that you feel need to be known.
     

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