[Team Building] Umisachi & Yamasachi 2.0

Discussion in 'Archived Guides' started by 0never, Oct 5, 2014.

  1. 0never

    0never Retired!

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    Umisachi & Yamasachi Team Building Guide

    [​IMG]


    Table of Contents
    General Information
    Playstyle & Tips
    Questions & Answers

    Team Compositions
    Awakenings Overview
    Overview of Potential Subs
    Beginners Guide
    Friend List
    Dungeon Guide


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    Welcome to the Umisachi & Yamasachi team building guide!

    Umisachi & Yamasachi (U&Y, Umiyama) is a color based traditional spike leader mainly used for clearing endgame content. The aim of this guide is to provide a comprehensive and up to date collection of resources relating to all aspects of playing Umisachi & Yamasachi, in a single location.

    (Link to the old guide - http://puzzleanddragonsforum.com/showthread.php?tid=23963 )


    Should I Invest in Umisachi & Yamasachi?

    The "which team is better" question, or in the context of this thread, "how good is U&Y compared to other stuff", is one of the most frequently asked questions. Unfortunately, it is also a question that I cannot give a straight answer to, as it depends on a lot of factors such as your other team options aside from U&Y, your pool of available subs, how REM inclined or adverse you are, your preferred type of playstyle, etc.

    However I can provide a general overview...

    2016-03 EDIT:
    Currently looking for someone to take over the guide. As for the original question..... As a leader U&Y is now outdated and underpowered, there is little reason to use U&Y. We can only pray that they get a good awoken evolution.

    2015-06 EDIT:
    This information is now out of date, but unfortunately I no longer have the time to keep it up to date. U&Y is around mid-tier as of this edit, with the MP dragons (Ra Dragon, Yomi Dragon, etc) and some of the awoken gods (A.Ra, A.Bastet, A.Yomi, etc) being the best leaders, followed by other awoken gods, the 36x exclusives (Typhon, Zuoh, etc), and other misc leaders (Sarasvati, etc).
    • Among the color based teams (Sakuya, Ra, Horus, Isis, 12.25x Chinese, etc) and combo based teams (Bastet, Kushinada, Okuninushi, etc), U&Y is one of the strongest. U&Y's multiplier, active skill, and awakenings match up competitively if not favorably against most of the competition.
    • Comparison with offensive mono-color row enhance spike teams is more difficult. Row enhance teams are extremely powerful when running optimal lineups, but if you are missing some required REM subs or don't have everything skilled up, then the team's capability drops drastically. Optimal high multiplier row spike teams (eg. Pandora) are arguably the strongest teams in the game. The combination of reliability, powerful on demand orb changed spikes, and ease of operation, cannot really be matched by any color or combo based team. Low multiplier row spike teams (eg. Shiva, Healer I&I) can still be strong, but require a much heavier investment in +eggs to beat the harder descends. If you do own a good high multiplier row spike team (including the optimal REM subs for it), then it's probably a better idea to invest your +eggs there instead of on U&Y.
    • Standard (non-row) color or type based spike teams (Valkyrie, Siegfried, etc) generally lack the damage output required for descends without a really massive +egg investment (an investment you shouldn't make if you have a proper descend team like U&Y). However these teams are easy to use and generally serve a somewhat different purpose - fast farming easier content (eg. Ocean of Heaven).
    • 2/4/2 mono teams (eg. Freyr + Ares) mostly belong to a bygone era and can't really clear many descends without a huge +egg investment (again, an investment you shouldn't make).
    • Sonia teams (sort of an offensive defensive hybrid) are currently the most popular teams out there, and rightly so, they are extremely safe while at the same time packing good offensive power. U&Y vs Sonia is sort of similar to the row enhance discussion earlier, a good Sonia team is generally safer and a lot easier to play, but require more REM subs, and more +eggs too. However some players find Sonia teams to be quite boring to play.
    • Tank teams like SoD Lucifer are usually extremely non-IAP friendly and very safe at beating what they can beat. But they are obviously very slow and can't beat everything. A lot of people consider the tanking play-style to be extremely boring.

    Anyway, you are welcome to ask for a personal assessment in the thread based on what you have.

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    Advantages & Disadvantages

    Advantages
    - A powerful 25x multiplier and built in TPAs means U&Y is capable of outputting large amounts of damage, both without and with orb-change. U&Y is capable of beating every mythical descend in the game, without requiring a lot of +eggs.
    - U&Y allows a lot of flexibility in your choice of subs, and also has many different strong team building options.
    - U&Y has a strong active skill and awakenings set, especially when compared to a lot of the other color or combo leaders.
    - Compared to lower multiplier teams, U&Y's higher multiplier and built in orb changers allows the team to carry more defensive and/or dungeon specific subs while still having sufficient offensive power.
    - While optimal U&Y teams are REM heavy, specific REM subs are not mandatory in order to build a viable team.

    Disadvantages
    - U&Y is prone to orb-trolling. This means U&Y is not the most reliable leader, and sometimes in some dungeons bad luck with orb drops can completely ruin your run.
    - The match 4 colors requirement means U&Y cannot take advantage of mass orb changing or full board orb changing for huge reliable bursts to the extent that mono-color spike teams can.
    - U&Y requires a bit more skill and effort to operate than the typical mono-color spike team.
    - Optimal U&Y teams are usually also fairly REM heavy.
    - U&Y is a purely descend oriented team, and is an extremely inefficient T5/T6/SS-KoG/coin dungeon farmer. So you have to also invest in a separate farming team if you want fast efficient farming.
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    Changelog

    (Major changes only)
    2015-11-13 - New U&Y evo released! Updated subs section for the new evo.
    2015-04-12 - Added spoiler tags to the descend writeups, making the section much more navigation friendly. Added Ultimate God Rush and Ultimate Dragon Rush writeups. Made major changes to the Wadatsumi writeup (new strat), small changes to a few others.
    2015-03-22 - Added dungeon write-ups for Grimoires, Mephisto, Sandalphon, Legendary Mountain Path, Legenday Hills.
    2015-03-19 - Updated teams and subs sections. Some further formatting changes.
    2015-03-15 - Edited the formatting script to match the codes used by the new forum system. Re-parsed all of the text in this guide.
    2015-03-08 - Add a descend difficulty overview table at the top the dungeon guide. Updated descend difficulty rankings.
    2015-01-11 - Added the long overdue Beginners Section! Updated info on Izanami Descended to reflect Gungho's changes to that dungeon. Added a few other descends.
    2015-01-03 - Major update of the Teams and Subs sections to keep up with latest developments.
    2014-11-21 - A bunch of random small changes.
    2014-11-11 - Added Hera-Ur Descended, Wadatsumi Descended, Keeper of the Gold.
    2014-11-03 - Added U&Y Blue TPA Team to Team Compositions. Many small edits in a lot of places to keep information up-to-date given the arrival of the ult evo (but still a lot more to go).
    2014-10-16 - Added a few additional entries to the Dungeon Guide. Hera-Is Descended, The Thief Descended, Paradise of the Holy Beasts, Endless Corridors.
    2014-10-09 - Added "Awakenings Overview" section, added this changelog.
    2014-10-07 - Added the new "Friend List" and a "Special Thanks" section.
    2014-10-06 - Initial release.
     
    Last edited: May 13, 2016
  2. 0never

    0never Retired!

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    General Information

    How much is 25x?

    Have you wondered what kind of multiplier you're actually getting when playing a 25x leader? The following table gives a rough estimate of your effective multiplier when making various amount of combos, assuming you clear the same amount of each orb type including red and heart orbs, a reasonable assumption for normal comboing without using orb changers. (In-between numbers that are not divisible by 6 are interpolated.)

    Combo CountMultiplier
    BaseOrbComboExpected
    4251.0001.7543.75x
    5251.000250.00x
    6251.0002.2556.25x
    7251.1672.572.92x
    8251.3332.7591.67x
    9251.5003112.50x
    10251.6673.25135.42x
    11251.8333.5160.42x
    12252.0003.75187.50x
    Increases in multiplier when making more combos comes in two parts, a higher combo multiplier (the 25% damage bonus per additional combo), and a higher orb multiplier (you will be clearing more orbs of each color). Though the combo multiplier can be accurately estimated in all cases, the orb multiplier will differ greatly depending on exactly what types of orbs you clear - for example, using a blue heavy team, making 6 combos with 3 sets of blue orbs in it will out-damage a much higher 10 combos but with only 1 set of blue. So these numbers are merely average case scenarios, but good enough to give you a rough idea especially of the damage increase from making more combos.

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    So how much damage is that?

    Well it depends a lot on your lineup and +egg count.

    Here's the damage output of a normal 6 combo with 1 blue TPA match, for my team lineup. Only leaders are +297 in this example.
    [​IMG]

    Compare how many blue TPA monsters are on your team versus how many is on mine to make a rough estimate of your damage output. If you use a U&Y active, you should do around 2x that much damage since you're probably matching 2 blue TPAs.

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    Leader Skill Activation Rate

    Orb trolling, in the context of this guide, refers to the game not giving you enough orbs of the correct color to activate your leader skill. Unfortunately, it is an inevitable downside of playing a leader like U&Y, Sakuya or Ra where you need to match very specific colors. The activation rates of various leaders on a fresh opening board are listed below in the following table, aggregated from 100,000 randomly generated boards.

    LeaderActivation Rate
    Isis100%
    DQXQ99.91%
    Horus96.46%
    Haku (D\R)97.85%
    Haku (D\D)75.69%
    Sakuya, U&Y68.03%
    L\D Ra61.06%
    L\L Ra94.67%
    L\L Ra 49x54.23%
    So what about the long run activation rate as you progress through a dungeon? By playing in a way to maximize activation rate (covered later), it is possible to achieve a higher rate than the 68% fresh board rate. Furthermore, the activation rate is not independent between turns like the fresh board analysis unintentionally assumes - the board immediately after an unsolvable board will generally have a much higher activation rate because you just spent a turn clearing all of the useless and redundant orbs, meaning the fresh board analysis slightly underestimates the long run rate. However on the other hand, if you only combo the 4 required colors and leave behind all of the reds and hearts, then your next board will likely have a much higher ratio of useless orbs compared to a fresh board, and that will drastically reduce your activation rate. So in reality, your activation rate is very dependant on how well you combo.

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    RCV & Survivability

    Survivability here refers to your team's ability to persevere though and recover from damage, some people call it sustain, sustain power, staying power. It is a combination of hitting HP breakpoints, having good RCV, and defensive utility. For a team like U&Y, good survivability is your main defence against human error, orb-trolling, troublesome dungeon mechanics (skill binds, binds, absorb shields, etc), and unforeseen events in general. Ongoing trends of higher HP non-boss enemies (that require you to trade hits with them), bosses with pre-emptive skill bind (that force you to stall), and Chinese orb invades again with skill bind further reinforce the importance of having good survivability.

    The chart below presents the long run expected return on RCV based on combo count. A high combo count not only causes your hearts to heal more, but also keeps the supply of fresh hearts flowing. Legend difficulty descends typically require roughly 6k healing power per turn to stall effectively in, and mythical descends around 10k.

    Combo CountExpected Heart DropsExpected Return on RCV
    421.3125x
    52.51.75x
    632.25x
    73.52.8125x
    843.4375x
    94.54.125x
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    How does Two-Pronged Attack and Enhanced Orbs Work?

    U&Y has 2 Two-Pronged Attack (TPA) and 2 Enhanced Water Orbs awakenings so you may be wondering exactly how they works. Unfortunately Gungho is quite often rather vague in their descriptions and this is no exception.

    Here's how TPA it works.
    - A single TPA will give a 1.5x damage boost, 2 TPAs will give 1.5*1.5 = 2.25x damage boost, not 2x.
    - TPA only works for matches of exactly length 4.
    - TPA works on a per combo basis. For example if you make 2 blue combos, one of length 4 and the other length 3, the TPA damage boost will apply only to the combo of length 4, not to the combo of damage 3.
    - You get the bonus damage from TPA even when there's only 1 enemy on the screen.

    Here's how enhanced orbs work.
    - Each enhanced orb cleared in a combo will increase the damage of that combo by 6%. So a combo with 3 enhanced orbs will receive a 0.06*3 = 18% damage boost.
    - Enhanced orbs works on a per combo basis. For example if you make 2 blue combos of 3 enhanced blue orbs, each combo will get an 18% damage boost, not a 36% damage boost over the top of both.
    - However orbs that are already enhanced will stay enhanced after an orb-change. So for example an enhanced red orb will become an enhanced blue orb after you use a U&Y active.

    Here's how enhanced orb awakenings work.
    - Each enhanced orb awakening gives a 20% chance of enhanced orbs dropping from the sky, this stacks additively so 5 copies add up to 100%.
    - The awakening only works on naturally sky dropped orbs, orbs created via an orb-change skill will not be automatically enhanced.
    - Each enhanced orb awakening will add an additional 5% damage bonus to any combo of that color, IF that combo has 1 or more enhanced orbs in it.

    For the more curious and mathematically inclined, the attack multiplier in this game for a single color is calculated like this...

    Attack multiplier = Σeach combo of that color(orb multiplier) * combo multiplier * other multipliers
    Where...
    orb multiplier = [1 + (number of connected orbs - 3) * 0.25] * TPA, if it is a length 4 combo * (1 + 0.06* number of enhanced orbs within that combo) * (1 + 0.05* number of enhanced orb awakenings on your team, IF the combo has 1 or more enhanced orbs in it)
    combo multiplier = 1 + (total number of combos - 1) * 0.25
    other multipliers = leader skill * (1 + 0.1 * row enhance count * number of rows) * other relevant enhances from active skills


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    Playstyle & Tips

    Some leaders like Anubis and Ra require a high level of player skill to find success with, while other leaders like DMeta and RSonia have very minimal skill requirements, but require a heavy investment in both the REM and skill-ups to make the team work. U&Y strikes a middle ground between the two extremes - it isn't particularly difficult to play (most people can play U&Y), but at the same time it's still a skill based team that greatly rewards good play. The difficulty of playing various leaders also varies significantly depending on the difficulty of the dungeon. For example, a 12.25x Leilan (Suzaku) team is indeed easier to operate than U&Y when you want to destroy an easy dungeon like Vesta Cave, but when faced up against the difficult Hera-Beroc Descended, the tables turn and Leilan suddenly becomes a lot harder because you need to make up for the lower multiplier with much better play. It is my belief that U&Y again hits a fairly nice sweet spot in that difficulty curve.


    Descend Planning

    Before you even enter a dungeon, it is good practise to have ready a plan of how to tackle it, so you know what you're doing and also to make sure you bring the correct subs for the dungeon. In fact this is basically mandatory for harder dungeons like descends, entering a descend without knowing what you're up against is usually an act of suicide. Two good sites to find very detailed dungeon information are Padx (http://www.puzzledragonx.com/ ) and the PaD Wiki (http://pad.wikia.com/wiki/Puzzle_&_Dragons_Wiki ). For very new dungeons that are not in the NA version yet or have only just arrived, skyozora (http://pad.skyozora.com/ ) is usually the best place for information. You should consider stuff like where to stall? what floors are particularly dangerous? what skills to bring to maybe make them safer? Do note that reality often doesn't work out according to plan, so the best plans are ones that offer some degree of flexibility.

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    Stalling & Board Swapping

    Stalling is an important part of the U&Y play style and is something you may need to do very often, depending on your team lineup. It can happen voluntarily, when you want to charge up your skills, or wait out some effect like skill bind. It can also happen involuntarily like when you are orb-trolled. Obviously having better RCV (and more autoheal awakenings) allows you to stall more effectively, bring a stalling helper like GOdin or Siren can also be a good idea if you need to stall for very long actives like Orochi's Force.

    A strategy for greatly reducing the chance of skyfalls accidentally activating your leader skill when stalling is to combo away, in addition to red and hearts, only 2 of the 4 colors required for activation. Generally the 2 colors with more orbs, as you want to clear as many orbs as possible every turn. However, the use of this strategy will reduce your average combo count, so it might not be viable for hard hitting enemies, sometimes you have no choice but to combo the whole board.

    Even if you have all the colors on the board to activate, sometimes it is wise to choose not to attack, but "swap" for a new better board instead. Examples of when this is a good idea includes...
    - If you have a bad board with orbs all over the place and you would only barely be able to get the baseline 4 combo activation out of it (which would likely prevent you from activating on the next turn). Then it is probably better to board swap by clearing junk and consolidation spread apart orbs, giving you a powerful attack on the next turn.
    - If the enemy has lets say 1.5mil HP and will go into rage mode <50%, then instead of attacking with a weak attack that will leave it in rage mode, it is better to swap for a stronger board and kill it in 1 hit.

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    Managing Orb-troll

    As previously mentioned in the information section, orb-troll chance is in reality heavily related to how you combo. If you only match the bare minimum activation requirements, then your next board is likely going to be a red and heart heavy board, with higher chance of not having all of the required colors. In general, comboing away useful colors increases damage, while comboing away useless colors helps prevent orb-trolling. Making more combos both increases damage and reduces orb troll chance. So basically, always try to make more combos than the baseline activation, including red and heart combos.

    But when 68% isn't good enough, there are a few strategies you can employ to increase that rate....
    - By purposely skewing the board distribution away from reds and hearts, and also reducing the amount of new orbs needed to activate, you can increase your activation rate. You do this by leaving behind a small amount (2-3) of each useful color while comboing away as many reds and hearts as possible. This is a viable strategy when damage doesn't matter as much as activation rate (eg. Legendary Seaway).
    - If you absolutely cannot be orb-trolled on the next floor (eg. against Hera-Ur on mythical), and if stalling is possible, you can wait until your board has at least 6 light and 6 dark orbs. Comboing away only 3 of each will leave another extra set for the next floor, this combined with an U&Y active means guaranteed activation.

    On the skills side, the best active skills to bring against orb trolling with are guaranteed activation board changers (Kalis) and delays. Damage reduction helps too but won't stop enemies that tag orb-trolling orb conversions onto their attacks. A common misconception is that bringing orb changers (Valk, etc) is a good way to counter orb-trolling. This is not true because there are 4 different colors that you can be orb-trolled on, and you can also be orb trolled on more than 1 color at the same time, so a single orb changer can only provide very partial protection.

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    Cascading Combos

    Cascading is a way of matching the board where some combos are originally mismatched, but upon clearing the bottom combos, higher ones fall into position. Having some basic skills in visualizing cascades is useful for playing U&Y, as using cascades will often lead to simpler solutions of otherwise difficult boards. Cascades also increase the chance of skyfall combos happening, because the board shifts a few times during the complete clear and each shift gives some additional chance of out of position skyfalled orbs moving into position. Unfortunately I cannot teach you how to visualize cascades, it's something that comes with practise. This section here is just to raise awareness.

    Here is an example of a board, that on first sight looked sort of ugly...
    [​IMG]

    But hidden within this ugly board is an extremely elegant cascading solution, that will sweep the board in only 27 moves.
    [​IMG]
    Step-by-step solution - http://pad.dawnglare.com/?patt=GBGL...14|15|16|17|11|10|16|17|11|5|4|3|9|10&drops=1

    In comparison here is the maximum combo straight matching solution. The problem is that it takes 75 moves which not practically possible (outside of CTW).
    Step-by-step solution - http://pad.dawnglare.com/?patt=GBGL...19|25|26|20|19|13|14|20|19|13|7|1|2|8&drops=1


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    Board Setting

    Board setting is an orb matching technique where you spend a turn setting up the board (usually on one side), then unload your set up board for a high combo count kill-shot. It isn't nearly as important for U&Y as it is for Anubis or Ra so we won't really talk much about it here. If you're interested, here is a video of the Extreme Hera Rush using Kirin where the technique is used to great effect.

    However it is helpful to know some of the popular board setting patterns, as some enemies (eg. Tamadra, Siegfried) give you all the time in the world to set up, and you may as well make the most of it.

    [​IMG]
    How to unload - http://pad.dawnglare.com/?patt=BLLP...6|0|1|2|3|9|15|21|27|28|29|23|17|11|5&drops=1
    (Poison orbs represent random orbs of any color, because it's almost impossible to get the exact amount of each orb you want, there's usually always going to be leftovers.)

    [​IMG]
    How to unload - http://pad.dawnglare.com/?patt=LLPP...eplay=2|8|14|20|26|27|21|15|9|10|11|5&drops=1

    Here is a board pattern specifically for TPAs, perhaps more useful than the standard ones for U&Y, but harder to memorize.
    [​IMG]
    How to unload - http://pad.dawnglare.com/?patt=PPPR...8|14|20|26|27|28|29|23|17|16|22|23|29&drops=1

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    Spiking Extreme King Metal

    Just a reference for what combos you need to kill the Extreme King Metal Dragon.
    He appears in all of the legend+ rushes and also challenge dungeon level 9 sometimes.
    [​IMG]
    Assumptions:
    - +297 U&Y leaders.
    - 5 enhanced orb awakenings (2 U&Ys + SQ).
    - You split the enhanced orbs in an optimal way, that is, you try to have at least 1 enhanced orb in each blue combo.

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    Questions & Answers

    This section will be expanded over time to include any common questions that appears in the thread.

    Do I have to have Yomi to make a good U&Y team?
    No. While Yomi is indeed a pretty good sub, it is definitely not mandatory. And DKali is superior to Yomi for almost all team compositions (everything except row teams). And U&Y teams do a lot more damage now than in the past, so CTW is no longer necessary.

    Which is better Sakuya (Kirin), U&Y, Durga, or LKali?
    LKali (with her new uevo) is the strongest of the lot. U&Y's 25x and LKali's 36x actually do around the same damage, but LKali has skill bind resist, and light > blue. Durga (with her new uevo) is a bit different and hard to compare, she deals a lot less damage on average, but excels in orb-troll unfriendly dungeons. And Sakuya is easily the worst right now, due to lack of TPAs and a comparatively worse active skill.

    What's the strongest U&Y team?
    Actually depends on the dungeon.... but in general, TPA healer.

    How many +eggs are required to take on Legend Descends? Mythical Descends?
    More +eggs mean safer and smoother runs. However, +297 on the 2 U&Y leaders alone should be sufficient for basically all mythical content, if you play well. At the very least try to have 99 ATK +eggs on U&Y because of the TPA awakenings.

    Is Athena a good U&Y sub?
    Stop asking me that lol. No it isn't. No RCV. Mostly useless active skill. And while she does have TPAs, but you really want your TPAs concentrated on 1 single color, normally blue, sometimes green, almost never light.

    Is DValk a good U&Y sub?
    Not really, similar reasons as above.
     
    Last edited: Jun 14, 2015
    Tux likes this.
  3. 0never

    0never Retired!

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    Team Compositions

    While 25x is a strong multiplier, it is not strong enough that you can brute force difficult dungeons such as descends with just multiplier alone, without any regard for team design, strategy, and synergy. Therefore team building is an extremely important part of achieving success using U&Y.

    A Note on General U&Y Team Building

    The generally recommended approach to U&Y team building is to only bring as much offense as reasonably needed to win, and dedicate the rest of the sub slots to making the run as stable and orb-troll proof as possible. The team building theory of "offense is the best defense", which is the backbone of mono-color spike teams like Pandora, does not work so well for U&Y because orb-trolling forces you to be on the defensive. A Pandora team with 4 offensive orb-changers as subs is a strong team, a U&Y team with 4 offensive orb-changers as subs is a risky team.

    In particular I want to stress the importance of decent RCV and defensive utility (eg. delay, board fixer like DKali). Being vulnerable to orb-trolling means you WILL BE TAKING HITS and having sufficient RCV to keep up with the hits you're taking is a pre-requisite to achieving a good success rate. Other than that a loss from playing U&Y generally comes from either being orb-trolled or being screwed over by dungeon mechanics (binds, skill binds, absorbs, perseverance, etc), rather than not dealing enough damage. Utility subs like delays and board changers protect you against said orb-troll and dungeon mechanics.

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    Listed below are a selection of tested and proven team layouts, that can help you in your team building pursuits, either directly or simply as an idea of what kind of components make up a typical team.

    You do not have to directly follow any of the team layouts or sample lineups, and often it is a good idea to specifically tailor your team to accommodate for the quirks and mechanics of the descend you're attempting to beat. For example against Zeus&Hera Descend, bringing an Amon to kill Zera through his perseverance via counter attack is a great idea. As an even more extreme example, you can run a full light team against Satan Descended. Despite going against all general U&Y team building principles, it would work anyway because it so specifically counters the dungeon.

    Note that you DO NOT have to have an optimal team with all of the optimal subs. Your team might be slightly worse, but may still be very capable of beating descends anyway, so don't give up on U&Y just because you do not have an optimal team. It's very possible to beat all of the descends using a sub-optimal team, or even a freely farmable team.

    Also, feel free to ask for team advise in the thread, a lot of experienced U&Y players here can help you figure out what's the best team for you given what subs you have.

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    New 36x U&Y TPA Team Builds

    *Under construction.
    But basically 36x allows you run really tpa heavy teams and kill stuff without enhance. Then you don't need to rely on SQ to kill everything ever, which is important because all hard content nowadays have back to back boss floors. Also you can actually get 100% SBR now without running bad stuff like Chester.





    U&Y Healer Team

    With the release of the U&Y ultimate evolution, you now have the option of playing a healer team. So why bother sacrificing a bunch of HP and running a healer team over any of the other teams (especially when U&Y already has access to enhance, like Muse, Izanagi and I&I)? Well a lot of the best U&Y subs (U&Y, BValk, SQ) are healers so if you put them together you naturally get a healer team. The other big advantage (over other kill-shot based teams) is to be able to completely realize the full benefits of Sun Quan's skill, compacting an enhance and delay in a single sub effectively lets you squeeze more active skills onto your team.

    Something to be wary of when building a healer team is to not let your HP drop too low, otherwise it will significantly impact on your team's reliability. High RCV isn't worth much if enemies kill you in 1 hit. Because of this I recommend against running King Shynee. You cannot afford that HP loss on your already low HP healer team, it's not worth it.

    Team Structure
    First and foremost, you do not need a full team of healers. The healer type only really matters for that one or two turns when you're using your healer enhance, and the damage then is usually overkill anyway. Going out of your way to squeeze in healers, that are otherwise not very good subs, is almost always a bad idea. In particular, there aren't any good dark healer subs, so it's common practise to run a non-healer dark sub. Other than that you would generally want a healer enhance or delay (Sun Quan is highly recommended). If you need more HP then consider running a GOdin or BOdin on your team.

    Sample Lineups

    Example of a good "standard-ish" lineup. Lots of skill boosts, TPAs, RCV.


    My preferred general lineup for most descends.


    Defensively focused healer team example.


    100% non-IAP healer team. This is probably the best freely farmable U&Y team.

    Recommended Subs



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    U&Y General TPA Team

    Prior to the U&Y ultimate evolution, a U&Y TPA Team was a mediocre team that required you to make large sacrifices in stats in order to rack up TPA counts (you needed to run 2x Beast Riders just to have a total of 6 TPAs). However with the arrival of the U&Y ultimate evolution and recent updates giving other monsters TPA awakenings, TPA is now one of the preferred ways of playing U&Y. U&Y TPA teams have similar spike performance to blue row enhance on the high end (12+ blue orbs), but much better performance on the low end (8 blue orbs). Even more importantly, TPA awakenings greatly boost the team's damage on normal non-orbchanged orb matches, something you need to do a lot more of than the final spike, making this a more practical team than the row team. Overall a TPA features all around impressive offensive capability and a decent amount of sub flexibility. Unfortunately, all of the good TPA subs only come from the REM.

    Team Structure
    You should try to keep your TPAs focused on a single color, preferably blue but green might be ok too. Having your TPAs spread over many colors makes it extremely difficult to activate all of them. You also should not try to fill the entire team with TPA monsters, 3-4 double TPA monsters is generally a good amount, otherwise you would be giving up too much utility just to fit in TPA subs, which will negatively impact on the team's overall performance.

    Sample Lineups

    TPA team with Orochi, GOdin to make stalling easier. 11 skill boosts, Orochi up in 9.


    Delay chaining is actually a very viable strategy, I've used this team to beat the Dragon Rush and a few c9s.


    Awoken Orochi ultra heavy TPA team.

    Recommended Subs



    --------------------------------------------------------------------------

    U&Y God Team

    The God Team is a powerful team offering 1HKO boss killing burst power, backed up by solid stats as expected of a team of gods. This team is fairly flexible and has the option of running a very defensive lineup while still being able to burst hard. Of course, that flexibility relies heavily on having a good selection of available subs to work with, it is a REM heavy team if you want to get the most out of it. The God Team is also the U&Y flavor of choice if you want to build a skill bind resistant team, without needing to make any big compromises to the team structure. A lot of decent god team subs (eg. Yomi, Izanagi, LKali, Kushinada, Okuninushi, Sakuya, GZL, etc) all have skill bind resist.

    Team Structure
    You basically need to have a god enhance (Izanagi, Durga or the new B/G Armor Knight) otherwise it's not really a god team any more. If you aren't confident in being able to manually combo away a U&Y board, it is recommended to bring a CTW monster to compliment your spike. Other than that, there are really no mandatory subs, and you can vary your subs as needed to accommodate for the mechanics of the dungeon you're doing. Since you already have sufficient spike and orb changing power, it's not a bad idea to load up on defensive utility subs (damage reducers, delays, etc) and/or stat stick type subs for increased survivability.

    Sample Lineups

    Typical oldschool god team.


    A modern TPA god team example.


    100% skill bind resist god team.

    Recommended Subs

     
    Last edited: Nov 12, 2015
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  4. 0never

    0never Retired!

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    The teams below were once popular some time in the past, but are now outdated. They're still playable but aren't as strong and/or reliable as the current teams.

    U&Y Blue Row Enhance

    The U&Y blue row enhance team leverage row enhance awakenings to spike for incredible amounts of damage. This specialized U&Y blue team used to be the most popular team among the more IAP-inclined U&Y players. However after the ult evo gave U&Y a second TPA awakening, row teams have lost a lot of market share to TPA teams. Like any row enhance team, it is a heavy IAP team requiring very specific REM subs. To make using this team worthwhile, you need to have at least 5-6 row enhance awakenings. While it only takes 3 row enhance awakenings to beat making separate combos, the damage gain with a low row enhance count of 3-4 is too small to warrant building an entire team around it.

    A strength of this team is that its subs have naturally high stats including RCV, and also a good amount of skill boosts to minimize the amount of stalling you need to do (some variations of this team can get U&Y up on turn 1 which is important for some dungeons). On the down side, this team is rather inflexible and overly focused on the boss spike, not leaving much room for utility or other subs to help deal with the early floors.

    Team Structure
    Generally a blue row enhance team will have at minimum a BOdin, an enhance, and a CTW user. If you don't have BOdin you can probably substitute with Amon. Yomi is the best CTW user but Venus is ok too, if you don't have either then you're forced to settle with ECO Tiny Alma, because matching 2 blue rows and 3 other colors at the same time without CTW can be incredibly difficult if you're given an ugly board. The last slot depends on the dungeon you want to enter, if the boss will immediately kill or bind you (eg. Goemon, Hera-Is), then you will want run a delay to protect yourself against any orb trolling on the boss. If the boss won't instantly wreck you, then aside from a delay, you also have the option of running another BOdin or an offensive orb changer like a Blue Valk.

    Sample Lineups

    Oldschool blue row enhance team.


    With the ult evo giving U&Y a healer subtype, we no longer need I&I.

    Recommended Subs



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    U&Y General Blue Team

    Being the color of the leaders themselves, blue is the most natural color to stack if you want to play a Kirin style team that focus' on a single color. Compared to running a rainbow team, stacking a single color allows you to use orb changers to generate much larger bursts. This allows a 25x U&Y spike to surpass even a 49x L/L Ra spike in damage. This kind of team is pretty flexible, allowing you bring along utility and tools to deal with different threats as needed. Of course running a team of mostly blue stuff obviously makes you weak against green dungeons.

    Team Structure
    The large majority of your team should be of blue main element, at least 4, preferably more. Having a delay on the team is strongly recommended. Playing a mostly blue team gives you access to the blue enhancer I&I instead of gravity, which has the advantage of being on a shorter cooldown and being able to carry over multiple floors. There is also the option of using a blue heart-breaker, which aside from being a burst tool itself, can also combine with U&Y's active to turn both red and heart all into blue for a stronger spike, combining with Siren also generates the same effect. Unfortunately Blue Valk is hard to get, and Siegfried has awful RCV so be cautious of using him.

    Sample Lineups

    Heart-maker & heart-breaker set for on demand healing and/or burst. Batman to cover dark and provide delay.

    Recommended Subs


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    Delay + Gravity

    Delay + gravity is one of the most traditional team designs, tried and proven in a variety of different teams such as Horus. But like Horus, it is also a bit out of date compared to the faster and harder hitting modern U&Y teams. It is also the kind of setup you are most likely going to be using if you are a non-IAP player and/or have not rolled many of the specific REM subs needed to play some of the other teams (EDIT: no longer true, non-IAP healer team is now better). The general game plan behind this setup is to use your powerful 25x multiplier and good RCV to deal with the normal floors of the descend dungeon, with help from your U&Y actives and other utility that you've brought along with you when needed. For the final boss, which will have too much HP for you to simply kill with 25x alone, you use your gravity to soften it down, and delay it to give yourself a sufficient amount of turns to make the kill.

    Team Structure
    As the name suggests, you will need at least one delay and at least one gravity monster. The delay needs to be a long one like Echidna or Orochi because you're using it for damage, not just as a counter orb troll tool. Other than that you can really run whatever is available to you or whatever you think is beneficial for the dungeon you're attempting. Defensive subs are a usually a good idea. It is also very much beneficial to keep the team's RCV high, so try to avoid using too many low RCV subs.

    Sample Lineups

    100% non-IAP delay + gravity team.

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    U&Y Dark Team / Dark Row Enhance

    Dark U&Y teams have enjoyed a large amount of popularity in the very early days, but is rarely seen any more nowadays. The reasoning behind running dark, is of course because the dark element has no weaknesses, meaning dark teams will have an easier time against green descends and also light descends where it has an elemental advantage. However, dark teams suffer from the very big disadvantage of not being able to get much benefit out of U&Y's orb change (since it doesn't produce dark orbs). This also means a dark team must expend an extra sub slot bringing it's own orb changer. If your dark team has 4 or more row enhances, then you can take advantage of that for a stronger boss burst. And yes, dark U&Y teams are REM intensive.

    Team Structure
    Of course you would want all dark subs for starters. You must have at least 1 dark orb changer, otherwise you wouldn't be able to burst since U&Y's active produces no dark orbs. You should have a damage enhancer, though might be able to get away with not having one if you're up against a light dungeon due to your elemental advantage. If running a row enhance team, you must also have Yomi.

    Sample Lineups

    Dark row enhance team.

    Recommended Subs
     
    Last edited: Oct 7, 2015
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  5. 0never

    0never Retired!

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    Awakenings Overview

    Loosely listed in order of their usefulness in a U&Y team. "Loosely" because the value of certain awakenings depend heavily on your team layout (eg. row enhance), or the dungeon you're up against (eg. resist skill bind, resist bind).

    Extend Time
    [​IMG]
    Gives you an additional 0.5 seconds of orb matching time for each instance of this awakening. This might seem low at first glance, but anyone who's played a color or combo team extensively will tell you it's extremely valuable for such teams. More time means more combos, more damage, more healing, and lower likelihood of messing up your combos.

    Two-Pronged Attack (TPA)
    [​IMG]
    Each instance of the TPA awakening increases the damage you do when you match exactly 4 orbs by 1.5x, so 2 awakenings gives 2.25x. A great awakening that adds a lot of damage for monsters that carry it. Since the awakening works on the monster carrying it (as opposed to an entire color like row enhance), the awakening is much more valuable on on-color (blue) monsters than off-color monsters. See the "How does Two-Pronged Attack and Enhanced Orbs Work?" section under General Information for details on exactly how the awakening works.

    Skill Boost
    [​IMG]
    Each instance of Skill Boost on your team decreases the cooldown of your skills when you load into the dungeon by 1. Helping you get key skills up earlier, also reducing the amount of stalling you need to do. Skill boost is an awakening that is universally valuable on pretty much any team.

    Enhanced Orbs Awakenings
    [​IMG][​IMG][​IMG][​IMG][​IMG]
    Each one of these awakenings give a 20% for orbs of that color to drop in it's enhanced form. It only works on naturally dropped orbs and DOES NOT work on orbs created via the use of an orb-changing skill. As of version 7.5.1, each instance of these awakenings also adds a 5% damage boost to that color, to any combo that has at least 1 enhanced orb in it, greatly increasing the value of the awakenings. See the "How does Two-Pronged Attack and Enhanced Orbs Work?" section under General Information for details on exactly how the awakening works.

    Resistance Skill Bind
    [​IMG]
    Gives a 20% chance to resist skill bind. Petty useless for most dungeons, however once you reach the end game, more and more enemies come with pre-emptive skill bind and having 100% skill bind resist becomes almost mandatory.

    Auto-Recover
    [​IMG]
    Heals you for 500HP every turn you manage to clear orbs (which is every turn). Worth around 200RCV which is a lot better than the +50RCV awakening. It's often underrated by a lot of people but is actually a decent.

    Recover Bind
    [​IMG]
    Matching a row of hearts lets you reduce bind duration of all of your subs by 3. Rare and situational awakening that is sometimes nice to have around in some dungeons. Unfortunately, if the sub carrying this awakening is bound itself, then the awakening will be disabled, therefore it's best paired with resist bind awakenings.

    Other Resistance Awakenings
    [​IMG][​IMG][​IMG]
    Gives a 20% chance to resist the relevant status effect or orb change. Unfortunately it takes 5 of these awakenings to reliably neutralize a particular status effect or orb change, and not many monsters carry them. Just think of them as a bonus when you do have them, but don't go out of your way to seek them.

    Resistance Bind
    [​IMG]
    Resist bind is an awakening that's useful on leaders, but generally not good on subs if your leaders don't have them (which U&Y doesn't). If your leaders get bound, then it doesn't really make much of a difference if your subs left unbound or not because you're not doing damage either way. However this awakening can situationally be useful to counter color specific binds, like a DKali can shrug off dark binds in Mephisto Descended, making enemies waste their turns.

    Elemental Resistance Awakenings
    [​IMG][​IMG][​IMG][​IMG][​IMG]
    Each instance of these awakenings reduce damage taken from monsters of that element by 5%. There are 5 elements so on average each awakening only gives you an insignificant 1% damage reduction. Sometimes these might be useful against things like 100% gravities, but in general they're not very good.

    Row Enhance Awakenings
    [​IMG][​IMG][​IMG][​IMG][​IMG]
    Each row enhance awakenings gives you a 10% bonus to all damage of that color for each row of that color you clear. The awakening only activates once per combo, so 2 stacked rows in a single combo only counts as one. Row enhance is an all or nothing deal, you either heavily stack these awakenings rely on them for damage (in which case it's the most valuable awakening), or you just pretend the awakening doesn't exist (in which case it's the most rubbish awakening). U&Y teams almost never go rows any more, so it's usually the latter case.

    Stat Upgrade Awakenings
    [​IMG][​IMG][​IMG]
    These give 200 HP, 100 ATK and 50 RCV to monster carrying them. Very underwhelming.
     
    Last edited: Nov 13, 2015
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  6. 0never

    0never Retired!

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    Overview of Potential Subs

    We're going to adopt a slightly different approach here and list subs in functionality groups, instead of the one by one individual listing found in most other team building threads. The reason is that U&Y can potentially use all blue/green/light/dark subs of any type, which is about 4/5 of all the monsters out there not including enhance/evo mats. As you can imagine, any attempt to make a one by one listing that is even remotely comprehensive will quickly get way out of hand.


    Delay

    Delays can be used for both offensive and defensive purposes, and are valuable on basically any U&Y team. Throwing a delay can get you out of like 80% of all the problems you can run into when playing U&Y. Long delays like Echidna and Orochi can be used offensively as a tool to take down hard enemies. Short delays like Okuninushi, while not as strong offensively, are still valuable as a defensive tool to counter orb-trolling, bypass boss perseverance, or simply as a panic button in general. It is generally a good idea to have a delay on your U&Y team. (Note: A monster already with a delay effect on it is immune to any further delays, so you cannot infinitely chain delays.)

    Dragon/Physical
    4790 / 1000 / 252
    Dragon/Healer
    2695 / 1183 / 650
    God/Healer
    2795 / 1283 / 580
    Physical/Devil
    3903 / 1398 / 52
    Physical/Machine
    4303 / 1448 / 102
    Orochi with his new 4xTPAs has amazing damage output, together with a great long duration delay makes him one of the top U&Y subs. Sun Quan is another strong U&Y sub, delay and enhance in 1 is great value. D/L Batman suffers from not having RCV, but he's one of the fastest delays out there and is one of the very few subs that can cover both dark and light at the same time, probably the best one at that. D/R Batman is the alternative evo of D/L batman with better stats but doesn't cover light for you.

    God/Healer
    2236 / 1183 / 530
    God/Physical
    5045 / 1269 / 54
    Healer
    2480 / 1335 / 570
    Healer
    1277 / 1349 / 650
    God/Balanced
    3250 / 1249 / 466
    Mini Sun Quan is the best freely obtainable delay/enhance for U&Y teams, unfortunately he has only ever come once on PAD NA. If you don't have the REM delays and the dungeon you need to beat requires one, Echidna is freely farmable and always there. Wadatsumi is another freely farmable delay, however skilling him up is mandatory, and unfortunately his descend is one of the most annoying ones to farm.

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    Board Changers

    Rainbow board changers, also known as consistency subs, mainly help to improve team stability by fixing your board for you when required. They are generally very valuable on a U&Y team, and are almost mandatory for consistent clears of some of the more orb-troll unfriendly dungeons (eg. Extreme Devil Rush, Thoth & Sopdet, Hera-Ur). However it should be noted that board changers should be used as a compliment, not a substitute to proper comboing and board management - meaning do not stack your whole team full of board changers, orb-trolling for the most part should still be managed via traditional methods, like comboing away off-color orbs every turn.

    God/Dragon
    3025 / 1724 / 355
    God/Healer
    2765 / 1361 / 603
    God/Healer
    2458 / 1361 / 500
    Dark Kali is one of the top U&Y subs, good active, incredible awakenings and covers the difficult to cover dark slot. She can also be used as a makeshift heart-maker or bind remover. Light Kali is likewise also an amazing U&Y sub, but has slightly weaker awakenings than her dark sister. Famiel is on-color, but somewhat inferior to the Kalis because her skill cannot be chained into a U&Y active for a big burst and her awakenings are rather weak.

    God/Healer
    3020 / 1424 / 308
    Attacker
    2980 / 1570 / 115
    Physical
    4500 / 1300 / 200
    The next 3 are board refreshers, which work a bit differently from board changers. Instead of orb changing your whole board, board refreshers clear your board and drop a new one from the sky, any skyfall combos will count as a free attack phase which will also tick down all of your cooldowns by 1. The big downside to board refreshers is that they do not guarantee all of the colors like a Kali active does, so they aren't nearly as reliable. There is a small upside, board refreshers can clear locked orbs while standard board changers cannot.

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    Damage Reduction / Shield

    Compared to a delay, damage reduction is normally inferior because you still take damage and it also doesn't stop orb conversions tagged onto enemy attacks (that forcibly orb-troll you) or status attacks like bind and skill bind, however damage reduction doesn't get voided by status shields and therefore can be used in places where delay can't. Another advantage, and often the main reason for taking a damage reduction sub, is that it can be pre-cast on an earlier floor and be carried over to later floors, this is very important for some end game dungeons where bosses can pre-emptively hit for more damage than your maximum HP.

    Phyiscal/Dragon
    4070 / 1286 / 298
    God/Dragon
    3850 / 1467 / 219
    God/Healer/Attacker
    2805 / 1632 / 640
    Awoken Susano is currently the best damage reduction sub in the game, only downside is he doesn't have skill-bind resist. Kushinada is a good general purpose shield and great for tanking pre-emptives, but cannot be used to brute force enemies like Susano and Indra can. Indra has the most powerful shield and is usually taken to specifically counter a strong enemy or for his 2 skill bind resist awakenings.

    God/Physical
    4511 / 1501 / 57
    God/Balanced
    3287 / 1239 / 549
    God/Attacker
    3530 / 1931 / 333
    Physical
    5107 / 996 / 108
    The Izanamis are decent when max skilled, Dark Izanami in particular is probably the best freely obtainable damage reduction sub in the game, and a good dark cover. The Golems are worse Susanos with bad RCV and awakenings, last resort subs if you don't have anything else. DMeta if you really need those 3 skill boosts....

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    Orb Changers

    Orb changers are generally used to provide on demand burst power, especially when your team is focused on a single color. They also have limited use in controlling orb-troll, but delays, board changers and damage reduction subs are much better for that purpose. If you plan on using any orb changer, you should definitely have it max skilled. Unskilled orb changers (especially single color orb changers on 11) are generally not worth using.

    With U&Y being orb changers themselves already, additional orb changer subs are not as crucial in U&Y teams as they are in Sakuya or Durga teams. I personally would recommend bringing only 1 (for a total of 3). Though if you're using your U&Y team to farm easy content, then feel free to stack it full of orb changers for faster runs.

    God/Healer/Physical
    3555 / 1251 / 651
    God/Physical
    3660 / 1332 / 288
    Healer/God
    2508 / 1389 / 656
    A dupe U&Y is the best orb changer for his own team, he simply has the best awakenings compared to all of the other orb changers. Valkyrie Reine and Nut are up next, it's a toss up because while Reine has the better active skill (Nut can orb-troll you if your light/dark orbs are on the side, and Reine removes 1 color making the board easier to combo), Nut has better awakenings.

    Dragon
    2368 / 1215 / 286
    Machine/Physical
    4046 / 1309 / 33
    Healer/Dragon
    2435 / 1220 / 507
    Attacker/Devil
    2653 / 1851 / 102
    TPA, skill boost and remove 2 turns of bind makes the Water Dragon Swordsman a respectable sub if you need a bind remover. Alfecca is like Nut except with worse stats and typing, but is overall still a decent sub. Zhou Yu is also ok when max skilled, however he's pretty annoying to skill up. Merlin has the TPAs, but below average stats and his skill is a bit strange.

    Devil/Physical
    3295 / 1363 / 423
    Machine/Dragon
    3393 / 1435 / 73
    Attacker/Healer
    2065 / 1417 / 511
    Physical
    4019 / 1209 / 179
    Amon has 2 skill boosts which can be useful if you're lacking in that department, and his counter-attack can be used to cheese Zera, but he is extremely annoying to skill up. Seig is farmable and can cover light, he's always there if you have terrible REM luck.


    Below is a giant list of orb changers of other colors, that won't orb-troll you. I do not recommend using off-color orb changers on late game U&Y teams, however for early game teams (pre-descend) it's ok to use them. In theory a green team might work because U&Y's orb change makes green orbs too, but in practise I have never seen it done.

    Healer/God
    2508 / 1389 / 656
    Dragon
    2260 / 1255 / 294
    God/Balanced
    2990 / 1417 / 1417
    God/Balanced
    3040 / 1705 / 271
    Dragon/Balanced
    2238 / 1312 / 336
    Devil/Attacker
    2500 / 1680 / 364
    Devil/Healer
    2600 / 1270 / 664
    Attacker/Devil
    2641 / 1842 / 96
    Balanced/Healer
    2045 / 1409 / 518
    Balanced
    2987 / 1386 / 378
    Healer/God
    2308 / 1389 / 656
    God/Healer
    2133 / 1418 / 504
    Attacker/Dragon
    2906 / 1757 / 72
    Dragon
    2160 / 1228 / 338
    Healer/God
    2508 / 1389 / 656
    Devil/Healer
    2118 / 1429 / 500
    Attacker/Devil
    2850 / 1776 / 86
    Dragon
    2350 / 1295 / 242
    Attacker
    1389 / 1898 / 480
    Balanced/Devil
    2896 / 1268 / 463
    Physical/Devil
    3796 / 1218 / 363


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    Stat/Awakening Sticks

    The term "stat stick" refer to monsters you carry around mostly for their superior awakenings and stats rather than their active skill. I'm just using this section to cover stuff I can't really fit into any other section.

    God/Balanced
    4299 / 1303 / 548
    God/Physical
    4531 / 1291 / 548
    Physical/Devil
    4272 / 1436 / 205
    GOdin is one of the best subs for intermediate level U&Y teams (low +egg count and not everything max skilled) and/or low RCV U&Y teams, he gives you a massive boost to survivability and stalling power. If you convert his autoheals to RCV, his stats are equal to something like 4299/1303/1348, which is a crazy amount of RCV. BOdin is good sub that provides a lot of HP, skill boosts, and great damage output via his 3 TPAs. A.Yomi can be used on the dark slot if you really want the extend times, her(?) active is also pretty decent for maximizing combo count.

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    Bind Removers

    If binds are a big problem in the descend you're doing, you can counter by subbing an anti-bind monster into your team. However avoidable binds such as rage mode binds are best avoided by making a clean kill rather than countered via an anti-bind sub.

    Healer/Physical
    3621 / 1011 / 652
    God/Physical
    3238 / 1597 / 403
    Dragon/Healer
    3378 / 1570 / 504
    God/Dragon
    3600 / 1100 / 900
    God/Healer
    2454 / 1330 / 863
    Balanced/Devil
    2874 / 1511 / 481
    Dragon/Healer
    2213 / 1054 / 504
    Dragon
    2368 / 1215 / 286
     
    Last edited: Nov 12, 2015
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  7. 0never

    0never Retired!

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    Damage Enhance

    Increase the amount of damage you do so you can kill troublesome enemies with greater ease, usually used in combination with U&Y's active to spike down the final boss. Killing the boss is a single hit is good because it's a universal solution that completely bypasses each boss' specific abilities, whether it be pre-emptive shield, deadly rage mode, or orb-changing attacks.

    God/Healer
    2695 / 1283 / 650
    God/Healer
    2795 / 1183 / 580
    God/Healer
    2236 / 1183 / 530
    God/Healer
    2645 / 1207 / 615
    Healer/God
    2308 / 1214 / 452
    God/Physical
    3308 / 1235 / 140
    God/Balanced
    3445 / 1516 / 355
    God
    2823 / 1622 / 193
    God
    2279 / 915 / 108
    God/Physical
    4348 / 1337 / 173
    Physical/Devil
    3915 / 1732 / 219
    God/Healer
    2605 / 1232 / 609
    Healer
    1800 / 1314 / 502
    God/Attacker
    2140 / 2014 / 414
    Between the healer enhancers, B/G Sun Quan > B/L Sun Quan > Mini Sun Quan > Arcline >= Sandalphon >>> Shynee.
    Between the god enhancers, Muse > Izanagi > Durga > I Love PAD Bear > Heracles.

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    Change The World

    CTW gives you a reliable method to squeeze the maximum combo count out of any given board. In particular, a CTW user is basically mandatory on any U&Y row enhance team because manually matching 2 rows and 3 other colors at the same time can be very challenging on messier boards.
    CTW was popular during the time of row enhance U&Y teams (2014), but have fallen out of favor as extend time awakenings have become a lot more common and TPA replaced rows as the main way to play U&Y.

    God/Attacker
    2472 / 2036 / 295
    God/Balanced
    2972 / 1436 / 545
    God/Healer
    2475 / 1286 / 685
    God/Devil
    2475 / 1186 / 685
    Balanced
    2705 / 1063 / 382
    In almost all cases, Yomi > Venus > Tiny Alma. Yomi is much superior because she also carries 2 extremely desirable Extend Time awakenings.

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    Heart Makers

    Heart makers are defensive orb changers that can help you with survivability and stalling. They can also be combined with a heart breaker for the effect of a double orb change. In the current state of the game, heart makers are mostly used in early-game and mid-game teams, and are seldom seen on end-game teams. However they can still be useful if your team has low RCV and/or when you need to do a significant amount of stalling.

    Healer
    2011 / 1185 / 691
    Dragon
    2185 / 946 / 365
    Balanced/Devil
    2843 / 1506 / 473
    Attacker/Healer
    1415 / 1613 / 504
    Dragon/Physical
    2695 / 963 / 440
    If you ever require a heart maker, Siren would usually be your first choice because its usage doesn't prevent you from activating your leader skill. Alternatively, Berry Dragon has worse stats but better awakenings. Parvati does prevent U&Y activation but has far better stats and awakenings than all of the competition, the enhanced heal orbs also means more healing, she's a decent choice if you just need to straight out stall, not attack and heal at the same time. Megalodran (and all other Toy Dragons for that matter) have rubbish stats and awakenings, not really any point in using it (it's just there for completeness lol).


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    Gravity

    Gravity was a core component of almost every team long in the past (2013 and early 2014), but have now almost entirely been phased out of use. Gravity monsters are primarily used to soften up high HP enemies, mostly descend bosses. Another way of looking at gravity is to mathematically convert it into a damage multiplier. A 30% Ultra Gravity is equivalent to a 1/0.7 = 1.43x damage enhance, this enhance persists throughout the entirety of turns spent on the floor of it's activation.

    God/Devil
    2871 / 1510 / 456
    God/Devil
    3965 / 1361 / 362
    Dragon/Healer
    3378 / 1570 / 504
    These 3 are the best of the bunch. Hades' skill adds a useful +5sec move time buff, Sakuya can remove binds, and Z&H's has the strongest gravity.

    God/Dragon
    4005 / 1772 / 156
    Dragon/Physical
    3755 / 1812 / 206
    God/Devil
    3504 / 1234 / 428
    God/Devil
    3240 / 1596 / 308
    God
    3687 / 1472 / 360
    The rest of these I don't recommend at all. Aside from gravity as a whole being outdated, another huge obstacle to using those is the huge amount of skill-ups needed to get them to passable cooldowns. Even if a dungeon is stalling friendly, the more turns you need to stall, the more likely something will go wrong, so you should never use 30 cooldown anything.

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    Orb Enhance

    Orb enhancers were sometimes used on row enhance U&Y teams for some extra burst power. However row U&Y teams are no longer played nowadays and orb enhance has likewise fallen out of use. Additionally, the orb enhance awakenings given to the U&Y ultimate evolution means a lot of your orbs will already come enhanced.

    God/Physical
    4531 / 1291 / 548
    Devil/God
    3504 / 1534 / 428
    God/Balanced
    3250 / 1249 / 466
    God/Healer
    2565 / 1381 / 711
    Honestly if you need an enhance, a standard enhancer like I&I or SQ usually adds a lot more damage than an orb enhancer will. This is because the damage calculations for orb enhance are done on a per combo basis, so if you make length 3 combos, then you will only get a measly 3*6% = 18% damage increase on each combo, 36% for a row, and 280% for a full board. Therefore orb enhance is most suited to teams that employ full board spikes or spikes that clear large blocks of orbs in a single combo (like hero gods).

    BOdin is really the only orb enhancer that I would still recommend nowadays, and that's because of his TPAs and stats more than anything else.

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    Other Specialist Subs

    Balanced
    2005 / 1193 / 419
    Balanced
    2087 / 1224 / 374
    Balanced
    1961 / 1207 / 428
    Balanced/Devil
    1998 / 1303 / 344
    The Elemantals are situational subs that can be used to cheese a particularly difficult floor, or tank pre-emptive that would otherwise kill you like DQ Hera's. If you do choose to invest in them they could come in useful for some dungeons. The recent wave of buffs to Elementals (additional awakenings, cooldown 15-->11) have made them more usable.

    Devil/God
    4355 / 1300 / 366
    God/Healer
    3010 / 1107 / 685
    God
    2615 / 1300 / 608
    Bastet turns your attacks into mass attacks. Ra can laser high armor things dead through combo shield, he can also laser the Fat King dead in 1 hit. Sarasvati's active skill can be used to overwrite unfavorable drop rate skills used by enemies.
     
    Last edited: Nov 12, 2015
    Tux and Vaedriel like this.
  8. 0never

    0never Retired!

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    Beginners Section

    While U&Y is a good late game leader, if you started with him you would have very quickly found out that he's an awful early game leader. You do not a need a 25x multiplier to kill Carbuncles and Goblins. Furthermore, matching 4 colors at once is a very daunting task for a beginner, so dual U&Y leaders is likely to be very risky to use early on. If you have another more user friendly leader, it is recommended to use that instead of U&Y. The best leaders for early game are those with a low but unconditional multiplier, for example the Norse Gods' 2xATK 2xRCV, or the Greek Gods' 2xHP 2xATK.

    But if U&Y is the only god you have, I would recommend pairing with an unconditional multiplier and/or defensive leader at the start...

    Or alternatively you can pair with one easier to activate color/combo leaders...


    The best subs at the start of the game are actually the evo materials, because of the combination of low team cost (most of them cost 1) and good stats without needing any investment in exp (they start off max levelled).



    They can be rolled from the Premium Egg Machine during most events. You can also farm some of them yourself very easily by using a Zombie Team. Details of how to operate a Zombie Team can be learned from watching this video. Basically just get yourself an Ogre, some small Lits, a Siren/Alraune/Angel/Amaterasu friend, and follow what the video does. If you can't find an auto-healer friend, you can maybe try asking in the "Add Me!" section of the forums.

    Sample Teams



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    Early Game

    What you should be doing is trying to climb upwards in the normal dungeon list as fast as you can. Some people recommend stopping at Tower of Giants - Dragons of the Tower and farming that over and over again on weekends to rank up continuously until rank 90. I recommend you do it a little bit if you need some quick extra team cost, but definitely not until rank 90. Sure higher rank means higher max stamina cap, but with no improvements to your team, you can't actually put that stamina to use, like any 50 stamina cost dungeon will totally massacre you. So you've just squandered a whole lot of free rank-up stamina refills for not that much returns.

    From Tower of Flare onwards dungeons gradually get harder, and your team of Dublits will slowly start to loose effectiveness. You will need to start obtaining and levelling up proper subs. Hopefully you've managed to roll up a few additional gods and/or useful monsters from all the stones you've gathered up to now, these can make decent subs. Check out the Farmable Subs section below for other subs that you can farm for. Check out the Monster Exp Farming section below for how to level up your subs.

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    Mid Game

    As your orb matching skills improve, you should try to slowly ease into using dual U&Y leaders. The dungeons from Hyperion Lava Flow to Ocean of Heaven are what people refer to when they say T5 dungeon (Tier 5 dungeon), while Vesta Cave to Starlight Sanctuary are T6. Compared to earlier dungeons, T5s and T6s give more rank exp/stamina, far superior rate of +eggs, and far superior monster fodder.

    In the mid game, you should be farming a lot of T5s (and/or T6s), the last stage (the one with 10 floors) of whatever is on 1.5x, they're pretty balanced dungeons to farm that give a bit of everything. Player exp, monster exp, and +eggs. Farming those will give you rank-ups at a steady pace, which comes with 2 advantages - firstly each rank-up gives you a free stamina refill, so by ranking up more you are essentially getting a lot of free stamina. Secondly a higher rank means stamina refills using magic stones are more efficient, it will be of benefit in the future.

    Note that during early and mid game, no dungeon is worth continuing by spending magic stones, if you loose just let it go. In fact no <50 stamina cost dungeon is ever worth continuing via Magic Stone. It's also extremely inefficient to use magic stones to recharge stamina, you should wait until you have much more stamina before doing that, at least 100 stamina.

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    Monster Exp Farming

    The Pengdra Cycle
    The Pengdra Cycle is a type of exp farming that is available after you complete the Caste of Satan and unlock the technical dungeons. It used to be extremely inefficient and most guides will recommend against it. HOWEVER in a recent buff Gungho has improved it and it's now viable. The exp/stamina ratio used to be around ~1400exp/stamina, now after the buff it's doubled at ~2850exp/stamina. It's still inefficient when compared to stuff like Extreme King and King Carnival.

    Most technical dungeons can drop these monsters called Pengdras...

    When max levelled, they can be fused for 10,000 exp (15,000 on-color) or evolved using Dragon Plants and Dragon seeds...

    To make the evolved Pengdras which give 30,000 exp each (45,000-on color).

    So basically...
    1. Run technical dungeons for Pengdras. Monday is 1.5x drop rate and therefore the best time to run it. A special dungeon called Pengdra Village also comes around occasionally, is quite rare, but very good value for stamina.
    2. Run the Thursday Dungeon - Int for Dragon Seeds and Plants.
    3. Level up your Pengdras, then evolve them into big Pengdras for maximum exp gain.

    Super King Dragon Dungeons

    Super King Dungeons are those 50 stamina cost urgent dungeons that are offered a few times each day for 1 hour each instance. The exp efficiency for Super Kings averages around ~3500exp/stamina, though individual runs vary a lot depending on luck. You can find their appearance timetable at Padx. A safe beginners way to beat Super Kings is to run two resist leaders for 75% damage deduction against the element of the dungeon, then kill the Super King with poison, armor break or direct damage skills. A more aggressive way would be to just use your dual U&Y leaders to spike though it.

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    Farmable Mid Game U&Y Subs

    Rainbow Keeper is a very popular early game sub on basically any team, because it provides a huge amount of stats and does not require any exp investment. You farm him in the Tuesday Dungeon - Keeper of the Rainbow. It might be difficult to spike down a 900k HP Rainbow Keeper in 5 turns that early on in the game, so an easier way to beat him is to grind him down by pairing with a Green Odin friend. As long as you can heal back 4440HP every 5 turns, Odin will protect you from Rainbow Keeper's hits.
    Siren evolves from Mermaid and is a good freely farmable U&Y sub. Early on you can try farming a Mermaid from Sea Cave Mercury - Voice of the Siren. However the chance of getting a rare drop in a normal dungeon is extremely low (around 1-2% or something), and I would not spend too much getting stuck on that dungeon farming Mermaid, as it's rank exp/stamina and monster exp/stamina ratios are both awful. For serious farming, I recommend Legendary Dragon's Footprints - Absolute Zero. You can also get her from both the REM and PEM.
    Echidna evolves from Naga and is one of the most popular subs in the game. Echidna might be off-color but she carries one of the best active skills in the game. Naga can be farmed from her own survey dungeon, Scarlet Snake Princess. It comes around rarely, but can more often also be bought for 500,000 coins from the shop. Naga can also be farmed from various normal dungeons but doing that is not recommended due to abysmal drop rates.
    Vampire is a dark heart-breaker (orb changer from heart to dark), and is a decent free sub to cover dark with. You can get him from his own dungeon, Lightless Devil's Nest. Like Naga's dungeon, it doesn't come around very often but can sometimes be bought for 500,000 coins from the shop. He can also drop from Heroes Descended and is a guaranteed drop in Satan Descended, but you might want him before Heroes and especially before Satan.
    Ancient Dragon Knight Zeal (ADKZ) evolves from the Mystic Stone Knight, it's is an orb changer that changes orbs from red to green. You can farm him from his dungeon, Dragon Guardian. The dungeon doesn't come around very often but can sometimes be bought for 500,000 coins from the shop.
     
    Last edited: Mar 16, 2015
  9. 0never

    0never Retired!

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    Umisachi & Yamasachi User List

    Note that in order to be able to see the second leader (team slot 1 leader), you have to be ranked over 120. Furthermore, the duration a friend will appear on your helper list scales from 12hrs down to 1hr after his/her last login, depending on the rank difference between you two. If you're more than 50 ranks below then it's only 1hr, so you may not always be able to access high ranked helper when needed. Keep those in mind when looking for friends, friends on a similar rank are usually better than much higher ranked friends.

    NEW:
    Ok I've set up a Google Spreadsheet friend list, so people do not have to go through me to add/update/delete their info.

    U&Y Public Friend List Here
    Feel free to add yourself!

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    Static Friend List
    ======================================================================================================
    In-Game NameUser IDOther LeadersPriorityLeader Info
    Ronsonson348,057,231Gonia, RGY, GZLRandom (I switch around a lot, message me for request)+297, max skill
    Saru@pf377,563,257L. Meta, Genbu, Bastet, Lu BuAlways up in slot 1+297, max skill
    Graves@PF348,576,242D/L Fagan (main), DQXQ, D/W Batman, AthenaOnly use for certain descends. Available upon request+297, max skill
    Luke家367,383,288Haku, Ronia, LMeta, Bastet, Healer I&I, Dragon Freyr, Balanced Freyja, Satan, Athena, Zeus O. Only for descendedsmax skill
    honest@PF352,165,220Ronia/Lu Bu, RGY, GZL, I&I healer, Kushialways up in team 1+297, max skill
    Kurii368,784,235+275 Kirin, +4 Satan, +0 L. Meta 2+64, max skill
    usagi@pf382,986,226Bonia, Haku60% chance he's up+20, working on maxing him out soon!
    Jobin@PF301,887,279Yamato, Shiva, Ronia, Okuni always up in team 1+214
    Fatespit378,258,268Dark Metatron, RSonia100%+180
    ta11geese3309,269,224karin, light meta, dw batsome descendeds+297, max skill
    Roa318,807,342DB Batman, I&ITeam 1 so always available+100
    silfer300,782,280ronia, okuni, perseusall the time+290, max skill
    Alex@pf336,179,264+297 Bastet, Amenouzume, PandoraAlmost always up in slot 1+204, max skill (next in line for hypermax)
    gcv@PF372,350,206+201 Valk, +275 Ronia, +60 Pandora, +45 DQXQWeekends (mostly for Legendary Seaway)+6, skill lvl 3
    Swijr@PF395,953,231RoniaAlways on slot 1+297
    Plato313,469,242+90, max skill
    Light@PF329,242,285WF Siegfried, FF Horus, ulti Kirin, WD Karin, Parvati, Yamato Takeru, EVA Asuka, Athena, Hera-UrNot frequently, evolved it a few days ago
    Rechyt356,604,326Red Sonia, Green Zhuge Liang, Pandora, Ame no UzumeAlways up in Team Slot 1+70
    0never338,081,257Athena, LMeta, Kushinada, Anubis, Satan (for KoG)Always up in Team Slot 1+297, max skill
    JoBurrito318,307,3221st Priority, U&Y will always be up+37, Level 1 Skill
    Fray310,490,200Ronia, Lu Bu, Godin, KirinAlways up in slot 1+297, skill 3
    Dyab@Pf/Pg381,242,279Bastet, dark meta, and a Kushinada in the worksU&Y should be up in a slot darn near 100%+234
    Naix360,750,253+297, skill 3
    dantes304,793,231Ronia [main], lubu, GZL, r/d shiva, dmeta
    Ephemeral338,167,209D/W Lucifer, Pandora, DMeta, Horus, Kirin, UEvo DD Luciferup almost all the time+297, max skill
    Avantier302,778,245Ronia/AA Lucifer/Lu Bu/Pandora in first slotAlways, U&Y are second friend slot choice+8
    MooseMan343,992,243Bastet, Kushi, RoniaUp 100% of the time in first friend slot+297
    MadGary@PF345,776,235RS Lucifer, ADKZ, Rosekirye
    S*egm*-kun328,836,378Always U&Y
    chip2388704,446,241+41
    Sekiyama370,428,388Cu Chulainn+105
    ainvar329,648,320+297 Ronia, GD Bastet, GD Genbuslot 1 as soon as I max level him+297, max skill
    Leilan4dayz334,872,204Hypermax LeilanSlot 1/2 is always Leilan and U&Y+237
    Dimetri@PF337,136,285l.meta for farming and ulti hakuFirst priority
    Samael351,792,238Hypermax Ronia in slot 1Umiyama Always up in Slot 2+297, max skill
    Toaster@PF345,694,249Ra, Shivaalways up+297, max skill
    TheJetternaut306,693,296Athena, Kushinada, LMeta, Awoken Ceres, and Lu Bualways up in Slot 1+280, SL3
    Ginka348,102,384+8X
    Yomi336,410,340always up in slot 1+297, max skill
    hi338,108,334Andromeda, LakshmiShould be up near 100% of the time+297, max skill
    Killianss323,034,372Anubisslot 1+251
    Tbax@/r341,736,300usually Athena but is occasionally Ronia/Beelz slot 1+297, max skill
    Princess350,866,201slot two
    ======================================================================================================

    Extremely old friend list, most likely useless - http://puzzleanddragonsforum.com/showthread.php?tid=23963&pid=210296#pid210296
     
    Last edited: May 20, 2015
    Killianss likes this.
  10. 0never

    0never Retired!

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    Dungeon Guide

    Difficulty ratings are rough estimates only, based on my personal experience, and are in no way absolute. Of course, certain U&Y teams lineups will fare better against a particular descend than other lineups.
    - E = Very easy. These dungeons can be beaten early on using a low levelled team of random mishmash subs.
    - D = Easy.
    - C = Medium difficulty. You sort of need decent subs and a max levelled team to take on dungeons from here onwards.
    - B = Hard.
    - A = Very hard. These dungeons require some +eggs, a strong team, and good orb matching skills to take on.
    - S = Super hard. Requires a very strong team often with very specific subs, a significant amount of +eggs, and very good orb matching skills in order to take on.

    Compatibility with U&Y...
    - High = U&Y is very well suited for this descend, one of the best teams for beating it.
    - Moderate = U&Y is not particularly suited for this descend, but isn't really at a disadvantage either.
    - Low = U&Y is not suited for this descend, and usually takes extra work and/or is less reliable compared to most other leaders.
    - Terrible = U&Y is extremely unsuited for this descend, and usually takes an extraordinary amount of extra work and/or is very unreliable compared to most other leaders.


    Quick Dungeon Difficulty Overview

    This is intended specifically for U&Y by the way, do not use it as a reference for other teams. Even more so if it's a different style of team (for example a tank team or Sonia team).

    DescendDifficulty
    Ultimate Devil Rush~S++
    Ultimate Dragon Rush~S+
    Ultimate God Rush~S+
    Ultimate Hera Rush~S
    Medjedra Descended~A+
    Zhao Yun DescendedA+
    Zeus Mercury DescendedA+
    True Endless CorridorsA+
    Cauchemar Descended*A
    Hera-Beroc DescendedA
    Wadatsumi Descended*A
    Legendary Mountain Path**A
    Mephisto Descended~B+
    Sandalphon DescendedB+
    Zeus-Vulcan DescendedB+
    Legendary Hills**B+
    Zeus-Dios DescendedB
    Thoth & Sopdet Descended*B
    Izanami DescendedB
    Takeminakata Descended~B
    Grimoires Descended*B
    Diagoldos Descended*B
    Paradise of the Holy BeastsB
    Thursday Dungeon - Cave of Dreaming**B
    Friday Dungeon - Sky Prison*~B
    Legendary Earth**B
    Hera-Ur Descended*C+
    Kanetsugu Descended*C+
    Noah Descended*C+
    Beelzebub Descended*C
    Heracles DescendedC
    Hera-Sowilo DescendedC
    Tuesday Dungeon - Keeper of the GoldC
    Wednesday Dungeon - Room of the Sacred Mask~C
    Starlight Sanctuary - King of the GodsC
    Legendary Seaway*C
    Endless CorridorsC
    The Thief DescendedD+
    Zeus DescendedD+
    The Goddess DescendedD+
    Athena DescendedD+
    Izanami Descended (Legend)D+
    Cauchemar Descended (Legend)D+
    Kanetsugu Descended (Legend)*D+
    Grimoires Descended (Legend)*D+
    Hera-Is DescendedD
    Satan DescendedD
    Hera-Sowilo Descended (Legend)D
    Noah Descended (Legend)*D
    Thoth & Sopdet Descended (Legend)*D
    Zhao Yun Descended (Legend)D+
    Heracles Descended (Legend)D
    Takeminakata Descended~ (Legend)E+
    The Thief Descended (Legend)*E+
    Hera-Ur Descended (Legend)E
    Hera-Is Descended (Legend)E
    The Goddess Descended (Legend)E
    Hera DescendedE
    Hero DescendedF
    * Orb-troll unfriendly dungeons, these dungeons are dangerous unless you bring additional countermeasures against orb-trolling (eg. Kali sub, extra delay).
    ** Orb-troll super unfriendly dungeons, basically not recommended with U&Y unless you have no other options.
    ~ These dungeons require a specific team lineup or specific subs to beat reliably, very difficult to beat with a general purpose team.



    --------------------------------------------------------------------------

    The descend listing is sorted in order of descends, then (noteworthy) normal/technical dungeon, then the legend+ rushes. Descends themselves are sorted in order of appearance, not order of difficulty (because I occasionally adjust the difficulty, and needing to reorder the dungeon writeups every time is too annoyong).


    Hera Descended
    http://www.puzzledragonx.com/en/mission.asp?m=264
    Difficulty - E
    Compatibility with U&Y - High

    Comments -
    While Hera is definitely an easy descend, it is a step up from Heroes because you do need to kill a 2.56mil boss after all. So before you enter, first make sure you actually have the fire-power to kill Hera. On the bright side, while a lot of other teams struggle with Neptune, U&Y has no trouble breaking through his armor at all.
    Team Considerations -
    A beginner team with Echidna, Siren, and some orb changers (Vamp to cover dark, B/L Sieg, Valk, or Light Keeper to cover light) should be able to beat this descend.
    HP Breakpoints -
    >12354 - Can survive a Hera hit
    >14117 - [Recommended] Can survive a Minerva hit
    Healing Requirements for Stalling -
    5614/turn - To trade hits with Venus (Ceres and Minerva average to lower damage per turn than Venus).
    Dungeon Notes -
    - Floors 1-4 - Not very different from the standard mob waves in a T6 dungeon, you know how to deal with them.
    - Venus, Minerva and Ceres - Don't be afraid to use your U&Y actives if needed. Neptune and Hades give you enough time to get them back.
    - Neptune - Take a turn or two to collect some blue orbs to break his armor with. TPA makes this very easy, no active skills needed, in fact any combo with a single set of 4 blue orbs will kill him.
    - Hades - ...is a joke. Really, 6 turns.
    - Hera - With a single delay, it is possible to buy yourself 6 turns on Hera. Hit her once, she hits you back, Echidna delay for 4 turns (after which you should be at full HP again), she hits you, you have one last hit on her.
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    Heroes Descended
    http://www.puzzledragonx.com/en/mission.asp?m=269
    Difficulty - F
    Compatibility with U&Y - Moderate

    Comments -
    The easiest descend by far. Its difficulty is only slightly higher than that of a T6 dungeon, so if you've beaten all of the T6's then you are about ready to take on Heroes.
    HP Breakpoints -
    >9999 - Can survive a Divine Mask hit.
    >14065 - Can survive a Berserk hit.
    >14370 - [Recommended] Can survive 4 synced 1st floor Devil hits.
    >17040 - Can survive 2 synced Vampire hits.
    >17850 - Can survive all 5 1st floor Devil hits.
    Healing Requirements for Stalling -
    N/A
    Team Considerations -
    No specific sub requirements, anything works really. If your HP is too low then orb-trolling on the first or third floors might kill you, making the run somewhat unsafe.
    Dungeon Notes -
    - Floor 1 - Quickly wipe with any 25x activation. If you can't activate, making a blue TPA might let you kill some of them.
    - Divine Masks - ...are a good place to stall. A low level team can activate a minimal 25x and that will leave the green mask alive (no elemental weakness to your subs) and maybe one of the light or dark masks too. A max level team can't do that, so will just have to use mass attacks.
    - Floor 3 - Quickly wipe with any 25x activation. If you can't activate, making blue TPAs might let you kill some of them.
    - Vampires - A U&Y active and mass attack and/or TPA to kill them all. If you wish to stall here (because you messed up on the Masks), then combo them down individually, no mass attacks.
    - Heroes - Try to utilize your TPA awakenings. Should be a very easy kill especially if you have delay.
    --------------------------------------------------------------------------

    Zeus Descended
    http://www.puzzledragonx.com/en/mission.asp?m=252
    Difficulty - D+
    Compatibility with U&Y - Moderate

    Comments -
    One of the easiest mythical descends in general. This descend can be beaten fairly early with weaker U&Y teams, albeit not very safely (a Flower Chimera spawning on 1 will very likely kill you if your team is too under-levelled).
    HP Breakpoints -
    >15090 - Can survive 2 synced hits from the 1st floor Chimeras
    >14580 - Can survive a normal hit from a Magma Chimera (hardest hitting of the 4th floor Chimeras).
    >16620 - Can survive synced hits from all 3 of the 3rd floor Demons
    >18514 - Can survive a normal hit from Zeus
    >19782 - Can survive a "Double Strike" from a Flower Chimera (the one you're likely to fail to kill)
    Healing Requirements for Stalling -
    4000/turns - Heal back while pinging down the Mystic Mask
    High RCV is not required for this dungeon.
    Team Considerations -
    It's preferable to have some kind of defense against the floor 4 Chimeras, like a delay or board resetter (eg. Kali) but if you don't have those then a damage reducer might work too (Susanoo, Rainbow Keeper if you have nothing better). Other than that just have enough power to kill Zeus, and that's it. Oh yeah it's probably a bad idea to bring anything longer than 15 turns because the masks have very limited HP and your team attacks on 4/5 colors (5/5 if you use Echidna), so you're generally not going to be able to stall for too long.
    Dungeon Notes -
    - Floor 1 - Kill them ASAP.
    - Masks - The masks are a good place to stall. Target the Mystic Mask first and use a combination of mass attacks and single attacks to kill it and another mask, leaving 1 left to stall on. Don't activate 25x if you want to stall, 25x will likely sweep the whole floor.
    - Floor 3 - Kill them ASAP.
    - Chimeras - U&Y active here, take full advantage of your TPA awakenings.
    - Zeus - Kill him with whatever kill package you brought along.
    --------------------------------------------------------------------------
    The Goddess Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=356
    Difficulty - D+
    Compatibility with U&Y - Moderate

    Comments -
    One of the easiest mythical descends. Very similar to Zeus descended but with a Dark Golem that you can stall for free on.
    HP Breakpoints -
    >13946 - [Recommended] Can survive a normal hit from the Dark Golem Mk.III.
    >14370 - Can survive synced attacks from 4 1st floor devils.
    >17850 - Can survive synced attacks from all 5 1st floor devils.
    Healing Requirements for Stalling -
    13946/3turns - To stall on the Golem Mk.III.
    You can also stall on the masks, it's more dependent on managing their HP than your own RCV.
    Team Considerations -
    Any team works really, as long as you have a proper kill package for Valkyrie herself. For stable runs, a delay or anti-orbtroll tool is recommended against the floor 4 Demons in case you get orb-trolled. Stalling is easy here so long cooldown monsters like Orochi and unskilled gravities can be safely used.
    Dungeon Notes -
    - Floor 1 - Quickly wipe with any 25x activation. If you can't activate, making blue TPAs might let you kill some of them.
    - Divine Masks - Stall a bit if you want to, otherwise a good 25x combo should sweep.
    - Dark Golem Mk.III - If you chose not to stall on the masks, this is another easy stall spot. When you're ready to move on, wait until his timer is 3 before starting the attack.
    - Demons - A U&Y active here, try to make TPA matches and kill them both. Try not to let them make a single move because if you get unlucky and they bind you then you're pretty screwed.
    - Valkyrie - If you have delay use it straight away or she will put up her shield. The same shield is a free set-up turn for kill-shot based teams.
    The Goddess Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=429
    Difficulty - E
    Compatibility with U&Y - Moderate

    Comments -
    See Mythical above.
    HP Breakpoints -
    >11319 - [Recommended] Can survive a normal hit from the Dark Golem Mk.III.
    >14370 - Can survive synced attacks from 4 1st floor devils.
    >17850 - Can survive synced attacks from all 5 1st floor devils.
    Healing Requirements for Stalling -
    11319/3turns - To stall on the Golem Mk.III.
    You can also stall on the masks, it's more dependent on managing their HP than your own RCV.
    Team Considerations -
    See Mythical above.
    Dungeon Notes -
    See Mythical above.
    --------------------------------------------------------------------------

    The Thief Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=395
    Difficulty - D+
    Compatibility with U&Y - Moderate

    Comments -
    Actually harder than other low level descends like Athena and Satan because the Ninjas are actually quite dangerous if orb-trolled (they hit very hard), and there's no free stalling like for other easy descends (Valk, Zeus, etc).
    HP Breakpoints -
    >19170 - Can survive synced hits from 3 Low Fire Ninjas (hardest hitting Low Ninja).
    >19174 - Can survive 2 hits from Mitsuki without healing.
    Overall don't worry much about the HP breakpoints for this descend.
    Healing Requirements for Stalling -
    8100/turn - Stall against 2 Mid Ninjas.
    9587/turn - Stall against Mitsuki.
    Team Considerations -
    Need to have a delay, board resetter, or damage reduction sub for Goemon, because oterhwise you're just screwed if you load into the boss floor without all 4 colors. For mid game players who need to stall, Siren is a decent choice for this descend.
    Dungeon Notes -
    - Floor 1 - If you can activate the leader skill, do so and kill them all. Otherwise you have to try to kill some of them with 1x multiplier, make a blue TPA and as many combos as you can.
    - Floor 2 - Same as above.
    - Floor 3 - Kill them ASAP.
    - Mitsuki - If you don't need to stall, a good combo can easily kill her, bypassing her blue bind. It's possible to stall on her if you have good RCV.
    - Goemon - Because he's red, Goemon's usually pretty easy to kill, just don't let him hit you.
    The Thief Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=394
    Difficulty - E+
    Compatibility with U&Y - Moderate / Low

    Comments -
    HP Breakpoints

    >12993 - Can survive synced hits from 3 Low Fire Ninjas (hardest hitting Low Ninja).
    >14152 - Can survive a full round of synced attacks on floor 2.
    >17324 - Can survive synced hits from 4 Low Fire Ninjas (hardest hitting Low Ninja).
    Healing Requirements for Stalling -
    5490/turn - Stall against 2 Mid Ninjas.
    5653/turn - Stall against Mitsuki.
    Team Considerations -
    See mythical above.
    Dungeon Notes -
    See mythical above.
    --------------------------------------------------------------------------

    Hera-Is Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=393
    Difficulty - D
    Compatibility with U&Y - High

    Comments -
    One of the easiest mythical descends for U&Y, with enemies that attack slowly, and multiple stalling locations.
    HP Breakpoints -
    >18522 - Can survive a Nirai Kanai rage hit.
    >18538 - Can survive a Helheim hit.
    Healing Requirements for Stalling -
    5141/turns - Stall on the Hellice Frost Demon.
    8820/2turns - Stall on Nirai Kanai.
    10248/2turns - Stall on Aldebaran.
    6570/turn - Stall on Elysion
    10530/turn - Forced stalling on both Demons at the same time (if you get orb-trolled then bound).
    Team Considerations -
    If you don't have the HP to tank a Helheim hit, then you should bring a delay or damage reduction just for him in case he spawns on 1 and you don't have the orbs. Bind removers like LMeta or the Blue Dragon Swordsman are valuable in this descend. Their active skills can buy you a free turn on Hera-Is, and also help against floor 1 binds in case you got orb-trolled and allowed one of them to bind you.
    Dungeon Notes -
    General comment on taking on 2 timer enemies - Unless you're very confident in being able to kill in 1 hit, you should use both turns for the kill. That means if Nirai Kanai spawns on 1, you should tank a hit first and then start working on him with his timer at 2, instead of attacking on 1 and possibly leaving him in rage mode.
    - Demons - Either kill 1 to stall on the other, or just kill them both.
    - Sky Dragon - Nirai Kanai is a lot easier than Elysion. Stall or kill do whatever the situation calls for.
    - Helheim - The most dangerous dragon of the lot, he hits very hard. Kill him as fast as possible, U&Y active if needed.
    - Aldebaran - Ugliest dragon ever. Can be stalled on if you need to do a bit of stalling.
    - Chaos Dragon - You've got a minimum of 3 turns and usually more. Normally this is a free floor, but if you get orb trolled really hard, U&Y active.
    - Hera-Is - A bind remover can buy you a turn to set up if you have one. 1-shot her or delay and kill slowly, pretty easy either way because of her low HP.
    Hera-Is Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=392
    Difficulty - E
    Compatibility with U&Y - High

    Comments -
    Very easy, around the same difficulty as normal Hera.
    HP Breakpoints -
    >9961 - Can survive a Helheim hit.
    >14544 - Can survive a Nirai Kanai rage hit.
    Healing Requirements for Stalling -
    3588/turns - Stall on the Hellice Frost Demon.
    6925/2turns - Stall on Nirai Kanai.
    7000/2turn - Stall on Aldebaran.
    Team Considerations -
    See mythical above.
    Dungeon Notes -
    See mythical above.
    --------------------------------------------------------------------------

    Satan Descended
    http://www.puzzledragonx.com/en/mission.asp?m=441
    Difficulty - D
    Compatibility with U&Y - High

    Comments -
    Do not be scared of not having hearts, it's not actually a bad thing for U&Y because it greatly reduces your chance of getting orb-trolled, makes comboing easier, and increases your damage. Do not be scared of Satan either, because while he has more HP than any other descend boss, you also do more damage, so it balances out in the end. Overall one of the easiest mythical descends for U&Y.
    HP Breakpoints -
    >14525 - Can survive a hit from a Vampire + Satan's pre-emptive
    >18055 - Can survive a hit from Lilith + Satan's pre-emptive
    Healing Requirements for Stalling -
    8986/3turns - If you want to stall of Kraken
    Team Considerations -
    If you're worried about taking hits, feel free to bring a Siren. A delay or even a Gold Keeper can help against Satan himself if you aren't confident in killing him in time. In the worse case scenario where everything spawns on the lowest turn counter, the maximum amount of turns to get to Satan without taking any hits is 11. You may be able to squeeze out a few more turns if you use Siren, but try not to bring anything too slow, like definitely no unskilled gravities.
    Dungeon Notes -
    - Krakens - If you really want to, it is possible to stall a bit on a single Kraken by using a heart maker.
    - Cerberus - Kill him on the last possible turn.
    - Lilith - Try to kill her immediately in 1 hit. Unless your team is way under-levelled, it should just be an easy 1-hit kill.
    - Vamps - If multiple Vamps all spawn on 1 then it could be dangerous, use a U&Y active and use mass attacks / TPA attacks. Otherwise you can just combo them down one by one.
    - Hades - Hades is a joke as usual, providing you with free stalling at no risk.
    - Satan - Hopefully you've brought along enough fire-power to kill Satan in time.
    --------------------------------------------------------------------------

    Zeus-Dios Descended
    http://www.puzzledragonx.com/en/mission.asp?m=453
    Difficulty - B
    Compatibility with U&Y - Low

    Comments -
    Zeus Dios is one of those descends that's easy if you have a strong team with everything max skilled, but if you don't have a safe floor 1 solution or you need to stall.... it becomes rather hellish. That being said, the dungeon itself is mostly old style straight damage, so it's still easier than a lot of the harder new descends that feature a ton of annoying mechanics.
    HP Breakpoints
    >18051 - Can survive Hera's "Double Slap".
    >22266 - Can survive a pair of attacks from Berserk + Highlander.
    >22320 - Can survive 2 normal Archangel hits without healing.
    >23550 - Can survive a normal Griffin hit.
    Healing Requirements for Stalling -
    14085/2turns - Stalling on Berserk
    8181/turn - Stalling on Highlander
    10028/turn - Stalling on Hera (>60%)
    11160/turn - Stalling on Archangel
    Team Considerations -
    Make sure you actually have the power to kill Dios, being completely green makes it harder, you might need to bring an extra orb enhancer or something in addition to your standard kill package. Good RCV is required if you want to stall. If you want to farm this dungeon with U&Y, it's recommended to have a fast floor 1 Kali+U&Y and a lot of skill boosts so you don't need to stall.
    Dungeon Notes -
    - Berserk + Highlander - Easiest way is to kill them both straight away with TPAs. However if you wish to stall, then you can also try to kill only one of them, you need to make a lot of combos and no TPAs. You generally cannot allow them to both have a turn against you. Highlander will cast blind which forces you to waste your next turn, in those 2 turns you will have taken 1 pair of attacks totalling 22266 damage, possibly looking at a synced follow-up of another 22266 damage on the next turn (if they both spawned on 1 at the start).
    - Griffin - Got 2 turns to make 1 attack, there shouldn't be any problems unless you get super orb trolled.
    - Archangel - Hits pretty hard but fortunately that's all she does, no rage mode, no side effects tagged onto attacks. Can easily be killed with a normal combo and can also be stalled on if necessary.
    - Hera - She starts doing stupid amounts of damage once her HP goes under 60%, so try not to let her ever get there. 1 good U&Y active kills her, or alternatively throw a delay or long damage reduction (Susano, Indra) at her. Remember to leave the floor with at least 14805 HP, an Odin active can come in useful here.
    - Dios - If you're playing a kill-shot based team, you get 2 turns to kill him since he always spends the first turn shielding himself. If you brought delay then use it immediately.
    --------------------------------------------------------------------------

    Hera-Ur Descended
    http://www.puzzledragonx.com/en/mission.asp?m=440
    Difficulty - C+
    Compatibility with U&Y - Moderate / High

    Comments -
    Oldschool style descend where enemies just do pure damage. The major danger here is Hera-Ur's 10 turn blue bind, so you have to kill her immediately before she can act. That means you need a Kali sub to guarantee safe runs.
    HP Breakpoints -
    >16640 - Can survive a normal Blue Ogre hit.
    >21140 - Can survive 2 Minerva hits without healing (in case you get heart-trolled).
    >21916 - Can survive 2 Ifrit hits without healing (in case you get heart-trolled).
    >23972 - Can survive 2 Formula hits without healing (in case you get heart-trolled).
    Healing Requirements for Stalling -
    16640/4turns - Stalling on the Blue Ogre.
    10570/turn - Heal back damage from Minerva (>50%).
    10958/turn - Heal back damage from Ifrit (>50%).
    Team Considerations -
    The most important sub to have for this descend is a board changer, otherwise you leave killing the boss completely up to chance. It might also be a good idea to bring a heart maker for low level or low RCV teams because the enemies here and their pre-emptives hit hard. If you don't have a board changer, Ceres and Amaterasu's complete bind recovery skill can also be used to counter Minerva and Hera-ur's 10 turn binds, but they're on a 20 turn cooldown which means you need to do a lot more stalling.
    Dungeon Notes -
    - Floor 1 Ogres - If you need to stall, kill the Green Ogre and stall on the blue. Better to stall on Blue than Green because Blue can bind away one of your colors making it impossible to accidentally activate your leader skill for 10 turns.
    - Formula - You do not want to mess with Formula, kill him immediately. Use a U&Y active if needed.
    - Ifrit - With the new Divine Warden U&Y's double TPAs, Ifrit is now a very easy kill. A 4 combo with a single blue TPA match will go over 300k blue damage. Just make sure you leave with at least 10570HP to survive the next floor's pre-emptive.
    - Minerva - Unless you can shrug off Hyper Dark Bind (ie. you have DKali), do not let her get into rage mode (<50%). It should be very easy to 1-shot her since she's red. Oh yeah, if you don't have a Kali sub, try to leave behind some light and dark orbs to increase your chance of activation on the next floor.
    - Hera-Ur - A rather terribly designed luck based boss, you can't delay her so you have to kill her immediately. If you do not kill her she will use Eternal Thirst and that will most certainly be the end of you. On the bright side, she's red and only has 2.36mil HP, so you don't really even need an enhance to kill her - a U&Y active, match some blue TPAs, and that should be the end of her.
    Hera-Ur Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=439
    Difficulty - E
    Compatibility with U&Y - High

    Comments -
    Hera-Ur Descended has arguably the largest difficulty gap between legend and mythical. While the mythical version of this descend is sort of difficult, the legend is extremely easy. There's free stalling, monsters have low HP values, and the boss only has 1.26mil HP.
    HP Breakpoints -
    >10330 - Can survive 2 Minerva hits without healing (in case you get heart-trolled).
    >11143 - Can survive a normal Blue Ogre hit.
    >11748 - Can survive 2 Ifrit hits without healing (in case you get heart-trolled).
    >12850 - Can survive 2 Formula hits without healing (in case you get heart-trolled).
    Healing Requirements for Stalling -
    11143/4turns - Stalling on the Blue Ogre.
    5666/turn - Heal back damage from Minerva (>50%).
    5874/turn - Heal back damage from Ifrit (>50%).
    Team Considerations -
    See mythical above. While it is possible to kill Ifrit by spiking though his armor as recommended for mythical, if you do not have access to an ult evo U&Y yet.... then want to bring a Lilith or something to kill Ifrit with.
    Dungeon Notes -
    See mythical above. Except Hera-Ur does not pre-emptively cast shield on herself in legend difficulty, so it is possible to delay her.
    --------------------------------------------------------------------------

    Athena Descended
    http://www.puzzledragonx.com/en/mission.asp?m=498
    Difficulty - D+
    Compatibility with U&Y - High

    Comments -
    Athena is probably the easiest mythical descend in the game for U&Y teams. The hardest part of this descend is depleting Athena's 4.2mil HP, Gigas and Siegfried are free kill and Cu Chulainn isn't particularly hard either if you follow a proper strategy.
    HP Breakpoints
    >16275 - Can survive a hit from Siegfried.
    >16726 - Can survive a "Shining Spear" + a normal hit from Athena without healing.
    >18584 - Can survive 2 Athena normal hits without healing.
    Actually none of those 3 breakpoints are important unless you really want to trade hits with those enemies (not really recommended). Just make sure you have the fire-power to kill Athena is all.
    Healing Requirements for Stalling -
    ~8178HP/turn for trading hits with Athena (if you actually plan on trading hits with her).
    Free stalling on Siegfried.
    Team Considerations -
    Any team works, just make sure you have the fire-power to kill Athena. However, low levelled teams or teams without good RCV might like to bring a heart maker for extra safety on the Cu Chu floor. There's a hard limit on stalling in this descend, so any skill with >15 cooldown will most likely not be up in time. (The hard limit doesn't exist if you can tank and heal back Siegfried hits, but then you're way over-specced for this descend and probably won't need to stall in the first place).
    Dungeon Notes -
    - Gigas - ...is a joke. A 600k red enemy that gives you 4 free turns to kill him. Ha.
    - Cu Chulainn - Could be dangerous if your team has low HP or RCV. The plan is to kill him in 4 turns, first 2 hits keeping him above 50%, 3rd hit dropping him below 50% at which time he will respond with the -99% move, and 4th hit killing him. However with a 4 color team it is not unusual to mess this up, therefore try to save up hearts before the -99% move so you have enough to heal back at least 8524 HP to tank a follow-up hit.
    - Siegfried - ..is also a joke, free healing, free stalling, free kill. Just set up the board and kill him. If you want to be really safe, completely set up the existing orbs on the board has first before clearing any orbs, then clear off red and heart orbs in a top corner to minimize the chance of skyfall matches. A U&Y active drops him too if you're farming the dungeon for skill-ups and don't want to spend the time setting up the board.
    - Athena - If you're using a delay based team then delay her immediately because she will cast her shield otherwise. If you're using a kill-shot based team, you can trade hits with her a bit first before going for the kill.
    --------------------------------------------------------------------------

    Takeminakata Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=558
    Difficulty - B
    Compatibility with U&Y - Terrible

    Comments -
    Obviously it's a bad idea to bring U&Y into a dungeon without green and dark orbs. It's possible but unreliable, you would only really want to do this for fun or to prove a point. It's actually much easier nowadays with Kali subs.
    HP Breakpoints -
    >17116 - Be able to tank "Wisteria Branch of Rust" from Takeminakata after "Unforgivable Revision".
    Healing Requirements for Stalling -
    17116/2turns - [Mandatory] Heal back against Takeminakata.
    11486/turn - [Mandatory] Stall against Divinegon.
    Team Considerations -
    At the very minimum you must have something that makes green and dark orbs, for example Hanzo + Cu Chulainn or Vampire + ADKZ. Board changers like Kalis are effectively both in one. Preferably have enough skill boosts to get an orb-changer up on turn 1. You also must have a damage enhance, because you can't delay Take and you can't let him get under 50% either, so you need to be able to deal a large amount of damage in a single hit.
    Dungeon Notes -
    - Floor 1 Ninjas - If you have enough skill boosts, activate orb-changers and kill. Otherwise combo the best you can and hope for skyfalls :X
    - Kano - If you're using Kalis then just Kali active and kill her. If you're using traditional orb changers, carefully set up the board, clearing reds and hearts to stall. When ready, orb-change for green and dark, unload the board to kill her.
    - Divinegon - Stall your orb-changers back, easy when 1/4 of your board is hearts. If you have only 1 dark orb-changer, wait until there are at least 6 heart orbs on the board (Vamp) or 6 red orbs (Hanzo), orb-change and kill while saving 1 set of dark orbs for the next floor.
    - Shouki and Jyakki - Spend a turn to clear bind, then orb-change to get your colors. You must kill them both in 1 clean hit.
    - Takeminakata - Hit him down a bit first (optional but safer). Use your orb-changers, enhance, and make a good combo to kill him in a single hit from there.
    --------------------------------------------------------------------------

    Beelzebub Descended
    http://www.puzzledragonx.com/en/mission.asp?m=563
    Difficulty - C
    Compatibility with U&Y - Moderate

    Comments -
    While not particularly difficult, this descend has a few quirks that makes it very annoying and/or luck based unless you have the right subs to counter it. In particular, getting orb-trolled on the Cerberus' will likely swiftly put an end to your run.
    HP Breakpoints -
    >15118 - Can survive Tiamat rage mode "God Gaia Breath".
    >15432 - Can survive Beelzebub's <75% attack "Deadly Drive".
    >20338 - Can survive an attack from a single Cerberus.
    Healing Requirements for Stalling -
    10126/2turns - Stall on Tiamat.
    ~12000/turn - Survive against Amon. Good thing is you only keep this up for at most 3 turns, you can also use skills to help you.
    Team Considerations -
    A skilled board changer is extremely valuable in this descend to counter 1st turn orb-trolling, otherwise having 8 skill boosts to get U&Y up at the start is a semi-counter. Other than 1st floor orb-trolling, Astaroth and Amon are probably the next most dangerous parts of the descend, therefore while not mandatory, it might be a good idea to sub in a counter for them. Delay is a hard counter to both, a heart maker can also help against both. Specifically for Astaroth, poison or Ra works.
    Dungeon Notes -
    Cerberus - Usually a kill or die floor, so kill them unless you want to die?
    Tiamat - Very easy stalling floor, stall for all of your actives here. Combo him dead normally to move on, he doesn't hit that hard even in rage mode.
    Astaroth - If you brought a counter then use it. Otherwise remember that she will cycle between a low damage attack that deletes your hearts and a -75% gravity attack, and changes to a 13.3k attack when <30%, so make sure you can actually survive that before hitting her <30%. It takes 4 hits minimum to kill her, manage your health properly and it's possible to do it without any actives at all, though a little tricky.
    Amon - If you brought a counter then use it. Otherwise just combo hard and heal through his damage.
    Belial - Very easy, 3 turns to kill 1.4mil of red HP. A single blue TPA combo should finish him.
    Beelzebub - Standard fare. Unload all of your skills on him. Trading hits with him is possible but difficult to sustain for very long.
    --------------------------------------------------------------------------

    Izanami Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=621
    Difficulty - B
    Compatibility with U&Y - Moderate

    Comments -
    Used to be one of the most difficult descends in the game, but a recent change by Gungho made it much easier. That being said it's still a moderately challenging descend that features some fairly hard-hitting enemies.
    HP Breakpoints
    >18666 - [Highly Recommended] Can survive a "Night Sword" from Yomi.
    >21708 - Can survive a normal hit from Dark Kagu.
    >23187 - Can survive a rage hit from Light Kagu.
    Healing Requirements for Stalling -
    21708/2turns - Stall against Dark Kagu.
    11486/turn - Stall against Divinegon (>50%)
    ~6655/turn - Average healing/turn needed to stall through LIza's skill bind.
    DIza is almost impossible to tank for long, we're talking about ~10k damage a turn AND jammers AND poison AND -2secs of reduced movement time.
    Team Considerations -
    Resist blind awakenings are very useful here since there are 2 floors that will pre-emptively blind you. Skill bind resist awakenings are also useful, but it's not worth going out of your way to squeeze them in. DIza cuts your orb movement time by 2 seconds which makes it difficult to combo, which means extend time awakenings are very valuable here, alternatively CTW can completely bypasses her reduced orb movement time, and extend move time skills like Awoken Hades' will override the debuff.
    Dungeon Notes -
    - Shouki + Jyakki - As soon as you load in, look at the board to see if you have enough orbs to activate (or you can take a screenshot). If not then you will need to un-orbtroll yourself while removing the darkness (if you're not good at that kind of thing, you can study the screenshot and try to remember where the red and heart orbs are). Shouki MUST die before he can attack, after that you get a few turns of free stalling on Jyakki.
    - Divinegon - You can stall a bit here if you have really good RCV. A good TPA combo should 1-shot him, but you can U&Y active if you want to be safe. Don't get him into rage mode, he will bind you and then kill you.
    - Yomi - Yomi does insane dps, so kill her ASAP. Clear darkness, wait till she stops orb-trolling you, then use an U&Y active. If worse comes to worst, use a delay if you have one.
    - Kagutsuchi - Just kill him using the safest method available to you. Feel free to use your actives because you're going to stall them back on the next floor anyway.
    - LIza - This new Izanami hits only 1/2 as hard as the old one. It's very easy to stall on, just stall 10 turns for skill bind to wear out, then U&Y active her dead. The real threat here is actually accidentally killing her via skyfalls and entering the next floor with skill bind still on you. So try not to combo more than 2 required colors at once, and also try not to make a lot of combos.
    - DIza - After the last floor you should have all of your actives back, unload them all here. Beware of her reduce movement time pre-emptive, you don't have as much time as you're used to so no overly complicated combos.
    Izanami Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=620
    Difficulty - D+
    Compatibility with U&Y - Moderate

    Comments -
    HP Breakpoints

    >12429 - Can survive a rage hit from Light Kagu.
    Healing Requirements for Stalling -
    8286 - Stall against Light Kagu.
    12429/2turns - Stall against Dark Kagu.
    6158/turn - Stall against Divinegon (>50%)
    Team Considerations -
    See mythical above.
    Dungeon Notes -
    See mythical above.
    --------------------------------------------------------------------------

    Heracles Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=667
    Difficulty - C
    Compatibility with U&Y - Moderate

    Comments -
    This descend has a few rather scary looking green monsters, but in reality it's not difficult, probably easier than all of the other green descends.
    HP Breakpoints
    >17111 - [Mandatory] Can survive a Gigas' pre-emptive attack. (Actually you can survive with lower HP by using a damage reduction active... but really you should come back when you have more HP).
    >20000 - Can survive Heracles' "Double Million Punches" attack.
    Healing Requirements for Stalling -
    17111/2turns - To stall on Gigas.
    9042/turn - To stall on Archangel.
    Team Considerations -
    There aren't any particular requirements of what you must have, just have decent HP and RCV I guess. If you have less than 20000 HP, a damage reduction sub can buy you 5 turns on Heracles as he skips like 4 turns after his 20000 attack, which is better value for money than a delay. Resist skill bind and resist bind are both absolutely not necessary.
    Dungeon Notes -
    - Cerberus - 3 turns to kill a 450k enemy. Basically a free floor.
    - Fafnir - 4 turns to kill a 2mil green enemy, a big step up from the previous floor. If you combo well and don't get orb-trolled it's entirely possible without using any actives. But feel free to use a U&Y active on him to make it easier.
    - Gigas the Great - In between each offensive attack (either 17111 damage or 99% gravity), Gigas will skip a turn, so you can view him as an enemy on a 2 timer. Once <50% he will take 1 turn to set up before his big attack. Not particularly hard, his damage is not overwhelming and can be stalled on, which means you can kill him by trading hits with him.
    - Archangel - She has no HP and dies in 1-hit. But if you have good RCV then it's probably a good idea to stall a bit on her to get rid of some of the minus move time debuff and get your U&Y actives back if you've used them earlier.
    - Heracles - While he's green and has 5mil HP, he also gives you a lot of free turns to hit him, so in the end it balances out. Just go along with his rhythm while taking shots at him when possible. Ok from the start, save all of your hearts because his first move will be a 99% gravity, then heal enough to survive his 10000 damage follow-up. At this point you can spike him if you want, but if you don't think you can actually kill him before he makes another move, it's probably better to delay your spike till later. Next he will bind your whole team (which is ok don't worry about it), followed by turning some of your orbs to poison, followed by another 10k attack, concentrate on healing and surviving through all of that instead of attacking. From this point onwards he's not going to do anything for a lot of moves, just kill him.
    Heracles Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=666
    Difficulty - D
    Compatibility with U&Y - Moderate

    Comments -
    On Legend the boss has the exact same set of moves and damage as on Mythical, just less HP.
    HP Breakpoints
    >9172 - [Mandatory] Can survive a Gigas' pre-emptive attack. (Actually you can survive that with less HP by using a damage reduction sub... but really you should come back when you have more HP).
    >10000 - Can survive Heracles' "Million Punches" attack.
    >18072 - Can survive Fafnir's "Dragon Star" attack, giving you 1 extra turn to kill him.
    Healing Requirements for Stalling -
    9172/2turns - To stall on Gigas.
    4846/turn - To stall on Archangel.
    Team Considerations -
    See mythical above.
    Dungeon Notes -
    See mythical above.
    --------------------------------------------------------------------------

    Hera-Beroc Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=674
    Difficulty - A
    Compatibility with U&Y - Moderate

    Comments -
    An extremely difficult descend for most teams without 100% skill bind resist. However U&Y fares better than most others because U&Y's high 25x multiplier and TPAs mean you can actually kill Leviathan though skill bind without using actives.
    HP Breakpoints
    >20388 - [Preferable] Can survive the 4th hit from Leviathan
    >20400 - Can survive 2 synced maximum damage "Rainfall Thrust" attacks from floor 1 Centaurs.
    >21214 - Can survive 2 turns of "Arboreal Queen's Allure" from Hera-Beroc (her 70% cast rate attack).
    Healing Requirements for Stalling -
    >10061/turn - This is Hera-Beorc's weighted average damage output. It could be worse if you're unlucky.
    Team Considerations -
    A skill bind resist team helps, but it's possible to beat the descend without too. High RCV is required if you don't have 100% skill bind resist because you will need to stall on Hera-Beorc herself. It's also beneficial to run a fast team here, having U&Y up for Alraune and an enhance up for Hades helps a lot.
    Dungeon Notes -
    - Floor 1 - Kill them ASAP. You should be able to tank 1 hit if orb-trolled.
    - Alraune - Alraune is actually much more dangerous than she looks. If you hit her <50% and she casts her bind, you're most likely going to die, so you must kill her in 1 clean hit. A U&Y active works here if you have it up, otherwise wait for a good board. If you're playing a very blue team you might also be able to land minimum activation hit on her without dropping her under 50%, and then finish with a second hit.
    - Hades - Possible to just combo him down without spending any actives. But if you don't have skill bind resist, you may as well spam all of your actives because you will have them all back after stalling out Leviathan's 10 turn skill bind.
    - Leviathan - Just combo well, nothing else to say here. 2 good combos should take him down, you have 4 turns to do it.
    - Hera-Beorc - Stall out skill bind first, and light absorb too if your team features a significant amount of light damage. Try not to 25x hit her while stalling, because from my experience, it's not unlikely for skyfalls to activate your leader skill, and you want as much buffer HP between Jupiter Genesis as possible. When you're done with the stalling, find a good time and unload all of your skills for the kill.
    Hera-Beroc Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=673
    Difficulty - D+
    Compatibility with U&Y - Moderate

    Comments -
    Much easier than the mythical counterpart.
    HP Breakpoints
    >10928 - Can survive the 4th hit from Leviathan
    >11370 - Can survive 2 turns of "Arboreal Queen's Allure" from Hera-Beroc (her 70% cast rate attack).
    >13272 - Can survive 2 synced maximum damage "Rainfall Thrust" attacks from floor 1 Centaurs.
    >16244 - Can survive a Jupiter Genesis attack!
    Healing Requirements for Stalling -
    >5393/turn - This is Hera-Beorc's weighted average damage output. It could be higher if you're unlucky.
    Team Considerations -
    See mythical above.
    Dungeon Notes -
    See mythical above.
    --------------------------------------------------------------------------

    Sandalphon Descended
    http://www.puzzledragonx.com/en/mission.asp?m=689
    Difficulty - B+
    Compatibility with U&Y - Low / Moderate

    Comments -
    Overall not the best descend for U&Y.
    HP Breakpoints
    >14250 - Can survive Uriel's "Miraculous Flame" (30% chance).
    >14532 - Can survive Gabriel's "Summon Casablanca" (her 2nd attack).
    >18244 - Can survive a set of 2 "Purifying Melody" (70% chance) attacks from Sandalphon (in case you get heart trolled).
    >22806 - Can survive a set of 1 of each type of attack from Sandalphon (in case you get heart trolled).
    Healing Requirements for Stalling -
    6333/turn - To stall on Angel before she enrages.
    10491/turn - Sandalphon's weighted average damage output.
    Team Considerations -
    For leader pairings, I recommend pairing with DQXQ or Isis, though if you can find a non-ult-evo U&Y you can pair with that too. It's also possible to pair with combo leaders like Bastet or Kushinada, but pairing with color leaders is generally a better idea with U&Y being a color leader himself. This descend features a lot of binds (the big one being Michael) so a bind removing sub is recommended (an Isis friend can serve that role if you don't have a bind remover yourself). Bring no more than 1 dark main attribute sub, otherwise Raphael will be very very difficult to kill since he absorbs dark damage back 2x. And lastly having a board changer really helps because Unicorns are dangerous and Sandalphon orb-trolls you all day.
    Dungeon Notes -
    - Unicorns - These horse things are very capable of orb-trolling you to death, so preferably don't let them hit you. They don't have much HP however, and if you get orb-trolled you might still be able to kill them using the friend's leader skill, you have to do it quickly as they do 16k damage every turn combined.
    - Archangel - She hits like a wet noodle when >75% and is easy to stall on. When she goes <75% her damage doubles and you should try to kill her ASAP.
    You will only get 1 of the next 3 enemies...
    - Uriel - He can hit pretty hard but also gives you hearts back, so overall not too dangerous. It's best to kill him in a single hit, if you're getting orb-trolled a lot then use a U&Y active.
    - Gabriel - By far the easiest of the 3 possible spawns. She will bind your leader for 5 turns then proceed to hit you for either 14.5k or do a 99% gravity every 2 turns. Just stall out the bind and then kill her, simple.
    - Michael - The most problematic of the 3. Try your best to not get orb-trolled too much (which means don't let red and hearts accumulate!). Use your bind remover/s when he binds your leaders, you have 5 turns to bind down 43 HP which is very possible even if your leaders are bound for 2 of the 5 turns (theoretical maximum number of pings is 12*3+8*2 = 52). Last resort option is to enhance + U&Y active and spike him out.
    - Raphael - She absorbs all dark damage back 2x, which reduces your dps by a pretty significant amount actually. It's possible to kill her 2.6mil HP in 5 turns through the dark absorb, otherwise you can use your U&Y active and/or enhance to help out.
    - Sandalphon - Sandalphon himself is honestly a really annoying boss for U&Y and is going to orb-troll you a whole lot with his D->L orb change, he also hits quite hard. First stall out his 3 turn skill bind, then wait for an opportunity to present itself (when he decides to use his 13.7k attack and when you have enough light and dark on the board), use your U&Y active and enhance and kill him there and then. If you're running a delay based team instead of a kill-shot based team, try to lower him close to 50% first then delay and kill him.
    --------------------------------------------------------------------------

    Hera-Sowilo Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=718
    Difficulty - C
    Compatibility with U&Y - Moderate

    Comments -
    In my opinion one of the more fun descends out there.
    HP Breakpoints
    >15090 - Can survive a normal hit from a single Cyclops.
    >20305 - Can survive a "Death" attack from Venus.
    >23744 - Can survive a synced attack from floor 8 Demons (they're also likely to bind you, which will kill you if you aren't light/dark bind proof).
    Healing Requirements for Stalling -
    13000/2turns - To stall on the Vampire.
    8142/turn - To stall on Venus.
    ~8500/turn - To stall on the Black Baron (estimate).
    ~9000/turn - To stall on Athena.
    Team Considerations -
    No specific requirements here, you can run whatever you want for the most part. Of course anti-orbtroll subs like board changers or delays are useful. Oh yeah you do not need an enhance for descend at all, Sowilo's rage mode actually helps you rather than the other way around.
    Dungeon Notes -
    - Floor 1 - Standard trash mobs.
    - Cyclops' - These things have 900k HP each and there's 3 of them, quite a lot of HP to burn through. Fortunately they're on long timers. Try to combo them dead without using actives, activate TPA or mass attack when possible. If it looks like you're not going to be able to kill them in time, U&Y active.
    - Black Baron - This guy doesn't hit particularly hard but is extremely annoying, converting stuff into jammers and poison every turn. I recommend killing him asap.
    - Floor 4 - Standard trash mobs again.
    - Tornado Holy Dragon - 3 turns to do 1.4mil damage, very easy.
    - Vamp + demons - Beware that the demons each have a 20% chance of light binding you. Unless you have an unbindable light sub, getting bound will most likely kill you, in that case you need to try to kill them before they can hit you. Feel free to use actives to force the demons if you can't activate, because the vampire itself does not hit hard and it's easy to stall your skills up back on him.
    - Venus - If you have less than 20305HP then you need to kill her cleanly without letting her get into rage mode. Manually swap yourself a good board, or just U&Y active.
    - Big Demons - These are the most dangerous enemies in this descend, and must die before they can make a move on you. Use whatever actives are needed (U&Y active, and/or delay/board reset if you lack orbs) to take them down.
    - Athena - She's basically the same as the Athena in her descend, but with 1/2 the HP. It's not too hard to combo her down without using actives, or you can just U&Y active her if you haven't used all of them on the last 2 floors.
    - Hera-Sowilo - There's 2 ways to approach this, you can either stall 5 turns for her skill bind to expire, then kill her using your skills.... Or you can just completely ignore the skill bind and combo her down without using any skills, this is possible because instead of killing you upon entering rage mode like most other bosses will, Sowilo will instead kindly skip 4 turns for you, giving you ample time to kill her.
    Hera-Sowilo Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=717
    Difficulty - D
    Compatibility with U&Y - Moderate

    Comments -
    See mythical above.
    HP Breakpoints
    >10228 - Can survive a normal hit from a single Cyclops.
    >10885 - Can survive a "Death" attack from Venus.
    >12600 - Can tank an "Evil Slash" rage mode attack from a big demon.
    >13903 - Can survive a synced attack from floor 8 Demons (they're also likely to bind you, which will kill you if you aren't light/dark bind proof).
    Healing Requirements for Stalling -
    4352/turn - To stall on Venus.
    10350/2turns - To stall on the Vampire.
    ~5500/turn - To stall on the Black Baron (estimate).
    ~5500/turn - To stall on Athena.
    Team Considerations -
    See mythical above.
    Dungeon Notes -
    See mythical above.
    --------------------------------------------------------------------------

    Wadatsumi Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=732
    Difficulty - A
    Compatibility with U&Y - Moderate / Low

    Comments -
    All awakenings are disabled in this descend. A most annoying dungeon for U&Y, mainly because it's a dungeon where orb-trolling can easily screw you over, also because of the enemy U&Y's green absorb.
    Note - it is NOT POSSIBLE to kill the enemy U&Y while his green absorb is still active. You HAVE TO stall the 10 turns. This is because damage in this game gets dealt left to right, main attribute to sub attribute, and your friend U&Y's green will always be the last to hit, effectively "reviving" the enemy. Yes it's dumb that the damage is not just a simple mathematical sum.
    HP Breakpoints
    >13902 - Can survive a pair of attacks from U&Y.
    >15070 - Can survive a pair of synced attacks from the Ninja and Goblin.
    >17105 - [recommended] Can survive a "Blessing and Curse of the Sacred Waters" from Wadatsumi.
    >20250 - Can survive a "Freeze Strike" from the Ogre.
    Healing Requirements for Stalling -
    13902/2turns - Forced stall against U&Y.
    Note that the 2 turns above is realistically only 1 turn, because U&Y destroys your hearts every other turn, and there's also jammers to deal with. Very difficult to keep up with without any help from active skills.
    Team Considerations -
    For this descend I HIGHLY RECOMMEND you have one of these , because stalling 10 turns on the enemy U&Y is by far the most difficult part of the descend, and Mithril makes that easy. Furthermore Mithril's red sub-attribute will draw out the red binds from the Nenekos on the 3rd floor, making that floor a LOT safer (otherwise they will just hit you for like 12k damage each and you die). Other than Mithril, delays are very good for this descend. Oh and a warning - both Kalis are vulnerable to the floor 3 red binds (yes, dkali too), and if they're your only light or dark subs then you're probably dead. So maybe leave your Kalis at home for this descend.
    Dungeon Notes -
    - Floor 1 - By making a minimal 4 combo, it's possible to leave one of them alive for a bit of stalling. You have no skill boosts so it's a good idea stall whenever possible.
    - Leviathan - Should be pretty simple, you have 5 turns to kill him. Be wary of that fact that without TPAs you're going to be doing a lot less damage, so like don't do nothing for 4 turns and expect to be able to kill him in 1 turn at the end, you will die.
    - Floor 3 - The Demon Bird is going to lead with a massive jammer conversion which will force you to waste at least 1 turn. Try to combo away as many orbs that aren't light or dark as possible. As soon as you have orbs, wipe them all (U&Y active if you're just missing blue or green).
    - U&Y - Use Mithril as soon as he becomes available, stall out the green absorb. Now try to lower his HP a bit while still in Mithril form (but don't let him go under 50% because then he turns green). Wait until you have all of your colors, leader swap back and kill him (U&Y active if needed).
    - Siren - There are a few ways to go about beating Siren. If you have the orbs to attack on the 1st turn, you can hit her under 50% to immediately trigger her bind, which will run out before her final attack, so just finish her off at the end. Don't hit her <50% on any turn after the first because her bind will kill you. Instead you can try setting up the board for a 1-shotting combo, or you do a soft hit (minimum activation) and a hard hit.
    - Wadatsumi - Use delay and combo him down, oldschool style.
    Wadatsumi Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=731
    Difficulty - D+
    Compatibility with U&Y - Moderate / Low

    Comments -
    See mythical above.
    HP Breakpoints
    >12774 - Can survive an <30% attack from U&Y
    >13725 - Can survive a "Freeze Strike" from the Ogre.
    Healing Requirements for Stalling -
    7452/2turns - Forced stall against U&Y.
    Note that the 2 turns above is realistically only 1 turn, because U&Y destroys your hearts every other turn.
    Team Considerations -
    See mythical above.
    Dungeon Notes -
    See mythical above.
    --------------------------------------------------------------------------

    Zeus-Vulcan Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=746
    Difficulty - B+
    Compatibility with U&Y - High

    Comments
    This is the beginning of a new descend style, where enemies have high HP values and hit often but not particularly hard, and the bring jammers, orb conversions and binds to bare against you instead of just pure damage. This means having a decent amount of RCV is very important, and with it you can stall/trade hits against most of the enemies here. While it's typically considered a very difficult descend for most teams, U&Y's blue color and built in orb-changers makes much of Zeus Vulcan Descended fairly straightforward.
    HP Breakpoints
    >14,183 - Can tank Zeus Vulcan's Draconic Blade
    >15,375 - Can tank Artemis's <50% move Arrow of Judgement
    >15,378 - Can tank Fafnir's Dragon Star
    >15,688 - Can tank Ares's <50% move Wallbreaker
    >16,275 - Can tank Siegfried's Splash Blade
    >17,730 - Can tank Zeus Vulcan's <30% move Mars Daylight
    Healing Requirements
    ~10,000/turn - To stall on Artemis.
    10,458/2turns - To stall on Ares. Do not heal into his -99% move, save hearts and heal every 2 turns.
    Team Considerations
    This is a long dungeon, so feel free to bring long-CD skills along. Artemis is the most dangerous floor here, so bringing something to deal with her for example a second delay might be a good idea. Anything that can make floor 1 safer might also be a good idea, this might be a board changer, skill boosts for a turn 2 U&Y active, or fast defensive active. I personally prefer to run an offensive orb-change heavy lineup for this descend.
    Dungeon Notes
    - Floor 1 - On your 1st turn just try to clear the board and un-orbtroll yourself. Depending on spawn timers, you will need to kill (at least some of) them by either the 2nd or 3rd turn (you probably can't take any synced attacks). A board changer makes this floor very safe.
    - Hurricane Volcano Dragon - If you OHKO him straight away you will be able to avoid his +25% red skyfall debuff, remember not to match any red orbs lest they be absorbed and keep him alive on like 2% HP.
    - Fafnir - You have 3 turns to kill him, it shouldn't be too hard. Worst case scenario you can just use a U&Y active to finish the job (there's plenty of places to stall back).
    - Phoenix - I would recommend killing Phoenix immediately. Due to elemental advantage, a decent combo should do it, U&Y active if your board sucks. If you don't kill him he will orb-troll you every single turn and you're going to end up wasting a U&Y active to get out of the loop anyway.
    - Siegfried & Cu Chu - These 2 floors are the same as in Athena Descended, but reversed in order. Sort of like the calm before the storm, they are the easiest floors of this descend. Try to beat them without using skills and leave with all skills up. For detailed strategies on how to approach them, refer to the Athena Descended dungeon notes.
    - Artemis - Most annoying floor of this descend for a U&Y team. You can attempt to stall out her +10% jammers debuff if you want (~10k a turn for that), or you can just ignore it and kill her. I would recommend just killing her to be honest.
    - Hera-Ur - Take her out ASAP, I would use a U&Y active to be safe if the board isn't very good. If you are orb-trolled you have one free turn to fix your board before she binds and kills you, her 1st move will be to shield herself.
    - Ares - Ares isn't too hard to stall on if you need to stall, you only need to heal ~10k every 2 turns (save hearts when he's going to use the -99% move). When Ares goes <50% he starts casting blind you and hitting much harder (very likely to kill you), therefore it is recommended to kill him clean and never let him get into his <50% zone.
    - Zeus Vulcan - At this point unload whatever you have left. Should be easy to OHKO since he is red. He can be delayed as well.
    --------------------------------------------------------------------------

    Noah Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=761
    Difficulty - C+
    Compatibility with U&Y - Moderate / Low

    Comments -
    Noah isn't a particularly hard descend, easier than most of the other newer descends. However it is an orb-troll unfriendly dungeon, and a lot of places can outright kill you if you get orb-trolled. Running a defensive team with anti-orbtroll subs is highly recommended.
    HP Breakpoints -
    >15030 - Can tank a normal hit from a Fog Chimera (hardest hitting of the Chimeras)
    >19410 - Can tank a normal hit from a Kraken
    >22200 - Can survive the Wood Fairy's rage hit.
    >23894 - Can survive 2 synced hits from the floor 1 Pengdras.
    Healing Requirements for Stalling -
    11947/2turns - Stall on a single Pengdra
    8535/turn - Stall on Cattleya (hardest hitting Fairy)
    ~7000/turn - Trade hits with Noah.
    Team Considerations -
    This is the type of dungeon where getting orb-trolled on the wrong floor can easily end your run, so I recommend you run a lot of defensive utility subs, such as board changers and/or delays. The Kalis are the best choices for light and dark coverage if you have them. If you can get enough skill boosts to get your board changers up on floor 1, even better.
    Dungeon Notes -
    - Pengdras - Try to kill the Pengdras straight away.
    - Fairy - She shouldn't be too much of a problem, and can be stalled on if necessary. If you accidentally combo her below 50% she will give you 1 more turn to kill her before doing her big move.
    - Chimeras - You can kill them a TPA combo... unless you get the green Chimeras in which case probably use a U&Y active for safety. Just make sure you kill them cleanly, without letting them hit you at all, because Double Strike and Double Bind will both mess you up.
    - Mythical Beasts - What do I say, kill them before they kill you I guess. Whether you need to use delay or U&Y active or not depends on the exact spawns you get. Cerberus and Unicorn are by far the most dangerous and must be killed before they are allowed to attack.
    - Blast Aurora Dragon - Generally a pretty safe floor for U&Y. After you hit him under 75% he casts God Tears, which is very beneficial to you. Shouldn't be hard to combo him before his countdown reaches 0, but you can always force through with your skills if needed.
    - Noah - She doesn't hit hard at all, you can easily stall on her. Just use your delay and combo her down, or alternatively trade hits with her until she's around 50%, then U&Y active her dead.
    Noah Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=760
    Difficulty - D
    Compatibility with U&Y - Moderate / Low

    Comments -
    See mythical above.
    HP Breakpoints -
    >10187 - Can tank a normal hit from a Fog Chimera (hardest hitting of the Chimeras)
    >13156 - Can tank a normal hit from a Kraken
    >17706 - Can survive 2 synced hits from the floor 1 Pengdras.
    >17850 - Can survive the Wood Fairy's rage hit.
    >20374 - Can tank 2 synced hits from Fog Chimeras (hardest hitting of the Chimeras)
    Healing Requirements for Stalling -
    8853/2turns - Stall on a single Pengdra
    6862/turn - Stall on Cattleya (hardest hitting Fairy)
    ~4000/turn - Trade hits with Noah.
    Team Considerations -
    See mythical above.
    Dungeon Notes -
    See mythical above.
    --------------------------------------------------------------------------

    Thoth & Sopdet Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=768
    Difficulty - B
    Compatibility with U&Y - Moderate / Low

    Comments -
    A medium-high difficulty descend which requires some specific subs to beat reliably.
    HP Breakpoints -
    >16879 - [MANDATORY] 1st floor pre-emptive attack.
    >20679 - Combined damage of Ra's 15554 attack and Isis' pre-emptive attack. If you do not have this much HP you MUST heal on the turn you ping Ra dead.
    Healing Requirements for Stalling -
    ~7000/turn - Stall on a Chaser >50% HP.
    8200/turn - Stall on Isis
    Team Considerations -
    Having a board changer for this dungeon is highly recommended. This is because Thoth & Sopdet together will continuously orb-troll you by changing your orbs around every single turn, without a board changer it's very difficult to break out of this loop. If nothing else, maybe consider bringing Mastering. You also must have an enhance to 1-shot the bosses with, because they will revive each other if not dead. If you want, you can also bring a Ra counter to make that floor easier (eg. your own Ra or a gravity. He has shield so poison and armor break don't work).
    Dungeon Notes -
    - Keeper - He will pre-emptively smack you for about 17k, and kill you 3 turns later if you haven't killed him first. The next floor will pre-emptively -99% gravity you so don't bother healing here, in fact it's better to save hearts.
    - Griffin - Griffin rotates between binding one of your monsters and a 12k attack. According to PADX he can randomly use his 12k attack twice in a row, but from my experience it doesn't happen very often. You can kill him via trading hits, he has no rage mode. However if you're unlucky he can trap you in a bind loop for a long time (it's more of an annoyance than a threat). You can also immediately kill him with a U&Y active to save yourself the hassle, the downside to that is you will still be on 1% HP when you leave the floor.
    - Chaser - An easy floor. Stall if you want, then move on.
    - Ra - If you have a specific counter, use it and move on. Otherwise try to clear as many off-color orbs along with activation colors every turn, to reduce the likelihood of getting orb-trolled. Save hearts on the second last turn if you need to heal on the last turn (if your current HP < 20679).
    - Isis - Do not let her get into rage mode because she will skill bind you. If that does happen, quickly kill her because it's much easier to stall on the bosses instead. A U&Y active should kill her, make a soft non-TPA attack first if you want to be really safe.
    - Thoth & Sopdet - These 2 bosses must be killed simultaneously, otherwise they will resurrect each other. Good thing is they only have 3mil HP each and aren't too difficult to kill using TPA. If you're using SQ as your enhance, make sure to target Thoth because he's immune to your delay while his partner isn't.
    Thoth & Sopdet Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=767
    Difficulty - D
    Compatibility with U&Y - Moderate / Low

    Comments -
    See mythical above.
    HP Breakpoints -
    >9573 - [MANDATORY] Tank the 1st floor pre-emptive attack.
    >15554 - Can tank Ra's 4th turn attack, giving you 1 more turn to kill him.
    Healing Requirements for Stalling -
    ~6500/turn - Stall on a Chaser >50% HP.
    4395/turn - Stall on Isis
    Team Considerations -
    See mythical above.
    Dungeon Notes -
    See mythical above. A difference between legend and mythical is the Chaser hits harder than Isis here instead of the other way around, so if you need to stall, do it on Isis instead of the Chaser.
    --------------------------------------------------------------------------

    Mephisto Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=789
    Difficulty - B+
    Compatibility with U&Y - Moderate / Low

    Comments -
    An much much scarier Satan Descended. The difficulty of this descend will vary a lot depending on your available sub pool, in particular whether you have bind resistant light and dark subs. Not having hearts is not a bad thing but getting light/dark bound when there's no hearts definitely is.
    HP Breakpoints -
    >16222HP - Can survive 2 synced Bone Fish attacks.
    >18583HP - Can survive a normal Helmeim attacks.
    >21684HP - Can survive though 1 of Mephisto's attack cycles.
    You prefer not to get hit by any of the above though.
    Healing Requirements for Stalling -
    You prefer not to stall when there's no hearts.
    Team Considerations -
    For this descend having bind resistance on the dark and light colors makes your life much easier, because 2 of the enemies pre-emptively casts binds on you, and you can't really afford to sit there taking hits to stall out binds when there's no hearts. If you don't have bind resistant dark and/or light subs, then you should be running a remove bind sub to make up for that, for example LMeta. It's a good idea to bring a GOdin or heart maker if you can fit one on your team, in case you screw up somewhere and need to take extra hits. Another thing to keep in mind is the boss itself is rather scary - he cannot be delayed, and his attacks not only blind you but also do a lot of damage. Therefore bringing enough fire-power to instantly kill him is the much preferred method of dealing with him. Do not bring any really long cooldown skills because of obvious reasons.
    Dungeon Notes -
    - Demons - Just kill them, immediately. They do a lot of damage, you don't want to mess with them.
    - Cerberus - He doesn't hit particularly hard.... but still try to kill him quickly because damage does accumulate. Make sure you do it in 1 clean hit because his rage mode attack does like 26k damage, he only has 1mil HP so it should be pretty easy.
    - Devil Fish - If you wanted to stall, here's probably the best place, if you can kill 2 and leave 1 alive (try doing a minimal 4 combo).
    - Helheim - You don't want to get hit by Helheim in a normal dungeon, much less a no-hearts dungeon. Fortunately he has low HP, so kill him immediately.
    - Cyclone Devil Dragon - Same as Helheim, not fun getting hit. Unfortunately CDD also has a decent amount of HP, but fortunately he will always spawn on 2 because of his pre-emptive (while Helheim can spawn on 1). 1 good hit or 2 normal hits.
    - Lucifer - His attack has a 60% chance of orb-trolling you, so again you don't really want him to hit you. I would recommend an immediate U&Y active. Hopefully you can 1-shot him, but if he survives on <30% HP that's fine too since he skips a turn.
    - Mephistopheles - By far the best method of dealing with him is to spike him down as soon as you enter the floor. Otherwise beware that his "3" attack is a lie, he doesn't actually give you 3 turns, only 1. Right after "3" is "Hidden Dagger" then "Endless Nightmare" aka you die.
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    Zeus Mercury Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=827
    Difficulty - A+
    Compatibility with U&Y - Moderate


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    Kanetsugu Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=799
    Difficulty - C+
    Compatibility with U&Y - Moderate / Low

    Comments -
    Similar to Noah in that it's not a difficult descend, but you run the risk of dying to orb-troll on the early floors. For best results, bring anti-orbtroll subs.
    HP Breakpoints -
    >16530 - Maximum damage of a "Wild Slashes" from a Samurai Goblin.
    >20916 - Damage of an enhanced "Honorable Dragon Cannon" attack. He enhances himself when <85%.
    Healing Requirements for Stalling -
    5819/turn + 14069/turn - Dps of high ninjas, 1st number is just the wood, 2nd is both of them synced.
    9061/turn - Average healing needed to trade hits with Masamune.
    13284/turn - Combined dps of floor 3 mid ninjas. 25x them all dead ASAP.
    Team Considerations -
    Most of the danger here comes from the first 3 floors, so the best you can do is have anti-orbtroll subs like Kalis, and a lot of skill boosts to get your actives up on floor 1 or as early as possible. If you don't have any of that, it's probably better to partner with an orb-troll proof friend leader (DQXQ, Isis, Bastet, etc) for early floors security.
    Dungeon Notes -
    - Hamahime + Kodama + Neneko - If you can't 25x, target the Hamahime (33k HP) and try to kill her with 1x. Hamahime and Kodama will casts binds on you on their 1st move, if you get bound you're most likely screwed unless you have a bind remover.
    - Low Ninjas - These things do huge damage and unless you 25x them straight away chances are you're dead. If you can't 25x, you can probably kill some of them by making a blue TPA and a lot of combos.
    - Mid Ninjas - If you can't 25x then ping the light ninja first because that one's going to orb-troll you. They do rather high dps combined, so you need to combo hard to heal back and get new hearts.
    - High Wood + Dark Ninja - Spend a turn clearning blind and fixing your board. If you still can't attack on the 2nd turn, you need to heal yourself to more than 14069HP to survive their synced attack. Kill the green ninja then slowly ping down the dark.
    - Goblins + Cat - 25x the Goblins and then ping down the cat. If any more than 1 thing hits you at the same time you're most likely toast, so don't let that happen.
    - Samurai Dragon - The blue one is a joke, 150k armor is like nothing. If you get the green one, try to kill him by trading hits with him, if it doesn't work out then U&Y active.
    - Kanetsugu - If you need to stall for skills, it's very very easy to do so when he's >85% HP. When you're ready, unload.
    Kanetsugu Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=798
    Difficulty - D+
    Compatibility with U&Y - Moderate / Low

    Comments -
    See Mythical above.
    HP Breakpoints -
    >13608 - Maximum damage of a "Wild Slashes" from a Samurai Goblin.
    >15678 - Damage of a rage mode "Celestial Tempest" from Masamune. You should try to kill him before he can use that though.
    Healing Requirements for Stalling -
    3119/turn + 7541/turn - Dps of high ninjas, 1st number is just the wood, 2nd is both of them synced.
    6233/turn - Average healing needed to trade hits with Masamune.
    11370/turn - Combined dps of floor 3 mid ninjas. 25x them all dead ASAP.
    Team Considerations -
    I'm going to assume you probably don't have any max skilled subs at the time when you're doing the legend version. In this case it's probably better to partner with an orb-troll proof leader (DQXQ, Isis, Bastet, Horus, etc) so you don't die to orb-troll on the early floors.
    Dungeon Notes -
    See Mythical above.
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    Cauchemar Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=985
    Difficulty - A
    Compatibility with U&Y - Moderate


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    Zhao Yun Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=1028
    Difficulty - A+
    Compatibility with U&Y - Moderate / Low

    Comments -
    Probably the hardest descend right now for U&Y. Green and full of awful stuff.
    HP Breakpoints -
    >17980 - Combined damage of 2 attacks from Zhuge Liang. His attacks can convert your hearts meaning you might need to take 2 in a row without healing.
    >18418 - Damage of Divinegon's "Divine Polar Lightning", used every 2nd turn.
    >22500 - Maximum damage of Dragon Shogun's rage mode "Dragon Blade - Wrathful Flurry" attack.
    Healing Requirements for Stalling -
    Dragon Shogun is super easy to stall, matching 1 set of hearts every 2 turns is enough.
    8990/turn - Healing needed to stall out Zhuge Liang's skill bind.
    24557/2turns - The damage from a Divinegon attack cycle. Yeah you want to kill him ASAP.
    Team Considerations -
    No specific sub requirements other than "have a good team", it's just a hard descend for U&Y. Running double SQ or something might be good actually.
    Dungeon Notes -
    - Water Ninga + Shouki - You have 2 turns to kill at least 1 of them, shouldn't be much of a problem. Exit the floor with >10750 HP or the next floor will pre-emptively ninja kill you!
    - Light Ninga + Jyakki - 1st turn clear bind (if you didn't resist it). Then you have about 3 turns to kill at least the light ninja.
    - Dragon Shogun - He will put an annoying -move time debuff on you, good thing is it's super easy to stall it out. He rotates between a low damage attack and a -99% gravity, you just save hearts and heal every 2 turns after he does the -99% gravity. His <30% rage mode attack hits very hard so never let him use that move if possible.
    - Divinegon - Ok this guy's dps is way high. He rotates between a 6.2k binding attack and a 18.4k! attack, the only bright side is he has no rage mode. You can try to combo him down normally if you want to, or just use a U&Y active on him. Oh yeah try not to leave the floor on low HP, you want a good start on the next floor if possible.
    - Green Zhuge Liang - Extremely annoying enemy. Unless you resisted the skill bind, you will have to stall it out. Try to heal yourself to full every single turn, so you don't die if he orb-changes your hearts away (yes it can happen). When you have like 1-2 turns of skill bind left, you can begin chipping his HP down. U&Y to finish when you think you can 1-shot him.
    - Zhao Yun - Can't delay him, he hits hard, and can orb-troll or blind you with his attacks. Immediately spike him as hard as you can upon entering, and then if he's not dead yet kill him on the 2nd turn (he will spend 1 turn casting a combo shield before wrecking your face).
    Zhao Yun Descended (Legend)
    http://www.puzzledragonx.com/en/mission.asp?m=1027
    Difficulty - D
    Compatibility with U&Y - Moderate / Low

    Comments -
    The legend version is actually not that bad, considering how hard the mythical is.
    HP Breakpoints -
    >12060 - Maximum damage of a rage mode "Dragon Blade - Wrathful Flurry" from the Dragon Shogun.
    >19492 - Damage of Zhao Yun's rage mode "Unbeatable Northern Formation" attack.
    Healing Requirements for Stalling -
    4819/turn - Healing needed to stall out Zhuge Liang's skill bind.
    13163/2turns - The damage from a Divinegon attack cycle.
    Team Considerations -
    See Mythical above.
    Dungeon Notes -
    See Mythical above.
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    Grimoires Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=1073
    Difficulty - B
    Compatibility with U&Y - Moderate / Low

    Comments -
    HP Breakpoints -

    >20718 - [Recommended] Can survive a set of 2 attacks from Undine. This is important because it's possible for her first attack to remove your hearts.
    >22334 - Can survive the boss' <30% rage mode attack.
    >23020 - Can survive Undine's rage attack (which should generally not happen).
    Healing Requirements for Stalling -
    7795/turn - Stall on a Fairy.
    20718/2turns - (Forced) stall on Undine, but she makes hearts for you every 2nd turn so it's much easier than it looks.
    ~12000/turn - If you want to trade hits with the boss.
    Team Considerations -
    To pass the Michael floor, you must have an armor ignoring damage sub (eg. Ra), a bind remover, or an enhance to spike through (paired with U&Y active). The safest pick is a bind remover that also has a recover bind awakening, so you can remove bind even when skill bound, should you accidentally kill Undine too early. It's much safer if you have >20718 HP too in case Undine decides to consume your hearts. If you can put together a strong 100% skill bind resist team then by all means do so, but it's not worth it if it comes at the cost of gimping your team.
    Dungeon Notes -
    - Floor 1 - Any 25x attack sweeps, if no 25x try to match some TPAs to kill some of them and reduce the damage you take.
    - Floor 2 - The cockatrice will screw up your board, spend the 1st turn clearing your board. Then try to sweep them all in 1 hit, use active skills if missing orbs.
    - Fairy - Not very scary, you can just combo her down normally, 1 soft hit (no TPAs) then 1 hard hit (with TPAs). You can also stall if you want, she doesn't hit very hard.
    - Big Demons - Make them die immediately. You can use SQ (or whatever delay you have) here because you need to stall 10 turns on the next floor anyway. Do not to let any of them make a move, because it's possible for them to bind you which will be problematic.
    - Undine - Stall 10 turns then kill. Try to only combo no more than 2 of the 4 activation colors every turn, to reduce the chance of skyfall activation.
    - Michael - Try your best to not get orb-trolled too much (which means don't let red and hearts accumulate!). Use your bind remover when he binds your leaders, you have 5 turns to bind down 43 HP which is very possible even if your leaders are bound for 2 of the 5 turns (theoretical maximum pings is 12*3+8*2 = 52). Last resort option is to enhance + U&Y active and spike him out, which will get you past this floor but make the boss a lot harder.
    - Boss - If possible kill her in 1 hit. If you fail to kill her in 1 hit and leave her on really low HP, you will have 1 more free turn because she will prioritize her <50% increase drop chance move instead of her <75% or <30% moves. If you don't have an enhance or used it already, trading hits with the boss is possible but keep your HP high in case the boss uses the attack that removes your hearts.
    Grimoires Descended (legend)
    http://www.puzzledragonx.com/en/mission.asp?m=1072
    Difficulty - D+
    Compatibility with U&Y - Moderate / Low

    Comments -
    HP Breakpoints -

    >11109 - [Recommended] Can survive a set of 2 attacks from Undine. This is important because it's possible for her first attack to remove your hearts.
    >11970 - Can survive the boss' <30% rage mode attack.
    Healing Requirements for Stalling -
    6792/turn - Stall on a Fairy.
    11109/2turns - (Forced) stall on Undine, and she makes hearts for you every 2nd turn.
    ~7000/turn - If you want to trade hits with the boss.
    Team Considerations -
    See mythical above.
    Dungeon Notes -
    See mythical above.
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    Medjedra Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=1106
    Difficulty - A+
    Compatibility with U&Y - Terrible
    Comments -

    99 turn pre-emptive skill bind. Full of green stuff. Yeah don't use U&Y for this.
    Ok if you really want to do it, try to have at least 80% SBR total. Chester and Indra are good picks as they offer a lot of skill bind resist awakenings.

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    Diagoldos Descended (Mythical)
    http://www.puzzledragonx.com/en/mission.asp?m=1108
    Difficulty - B
    Compatibility with U&Y - Moderate

    Comments -
    Not too bad overall since most things in this descend are red, or if they're green then they're on long timers. Floor 1 and 2 might be problematic though depending on your team lineup.
    HP Breakpoints -
    >16500 - To surive he Shield Knight's attack twice without healing. He can convert your hearts to blue.
    >18470 - Flare Drall's "Union Claw" attack, if you accidentally hit him into rage mode.
    >19444 - Combined damage of 1 Shield Knight attack + 1 Shieldra attack. If this happens.
    >20540 - Maximum damage range of Diagoldos' "Sword Phalanx" attack.
    Healing Requirements for Stalling -
    8250/turn - If you need to stall out the blue absorb on the Shield Knight.
    Team Considerations -
    You want to have a 1st turn board change, otherwise the Mythlits will bind your whole team like 3 times over. Optionally you can bring a armor ignoring nuker (eg. Ra) to deal with the floor 2 Shieldras, however that's not mandatory. The boss is red so you don't need enhance to kill him, however SQ is probably still worth bring as you can still use him as a delay on an earlier floor, if you're ever in trouble. Don't bother with other enhances like Muse or Izanagi though.
    Dungeon Notes -
    - Assorted Lits - Same as in Twinlits, which means if you don't immediately kill them then you loose.
    - Shieldras - If you try to kill them with TPAs on your green sub-attribute, this is what's going to happen, and this is the reason why. Which isn't to say it's impossible, just annoying. Using a U&Y active and attacking with a green mass attack works (you probably also need another green TPA to get enough damage to break their armor, so 5+4 greens). Bringing an armor bypassing nuker like Ra also works.
    - Generate Earth Dragon - You have 3 turns to combo him down. Try not to use any actives if possible.
    - Starter Dragon - You get 1 out of 3. Overall not too bad. Red is very easy, any blue TPA attack wrecks him. Green is like the previous floor all over again, except he might spawn on 2 if you're unlucky. U&Y or delay if needed. Blue could potentially be dangerous, like if you don't have the orbs and he spawns on 1. U&Y or delay if needed.
    - Flare Drall - Ok when this guy hits you he will orb-troll you (he spawns red columns on your board and stuff), so you want to just kill him before he does anything. Fortunately he's red so a single blue TPA should kill him.
    - Diagoldos - He's red so he's very easy to kill. You actually don't even need enhance to 1-shot him.
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    Tuesday Dungeon - Keeper of the Gold
    Difficulty - C

    http://www.puzzledragonx.com/en/mission.asp?m=672
    Compatibility with U&Y - High
    Comments -
    A very straight forward dungeon, the enemies here do little aside from hitting you.
    HP Breakpoints -
    >16879 - [Mandatory] Can survive the Light/Dark Keeper's pre-emptive attacks.
    >22505 - Can survive a normal hit from a Light/Dark Keeper. Not important since you really shouldn't let them hit you.
    Healing Requirements for Stalling -
    12764/3turns - Stall on a RGB Keeper.
    Team Considerations -
    Stalling is extremely easy here so feel free to bring long cooldown stuff. If you choose to walk the gravity path, 2 gravities will bring the Gold Keeper straight into red, giving you elemental advantage. For safety, you should have 1 sub reserved for tanking the Dark Keeper's pre-emptive because you may not able to heal back 16879HP while killing the Light Keeper at the same time. This can be something like a Kushinada to reduce damage, or a delay to give you ample time to heal.
    Dungeon Notes -
    - Red, Blue, Green Keepers - Easy to stall on those if needed. When going for the kill, try to start the attack from when they are on a 3 timer. Make sure you leave each floor with enough HP to survive the pre-emptive attack of the next floor.
    - Light, Dark Keepers - Kill those within 3 turns, U&Y active if needed. Again, make sure you can survive the next pre-emptive before moving on.
    - Rainbow Keeper (invade) - An easier version of the Light/Dark Keepers that doesn't pre-emptive you. His normal hit kills you but you can kill him faster.
    - Gold Keeper - He has a lot of HP, but you also have a total of 6 turns to kill him, so in the end he isn't any harder than a normal boss. If you're running a kill-shot build, you should probably wait till his dark absorb expires first before launching your big spike.
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    Wednesday Dungeon - Room of the Sacred Mask
    http://www.puzzledragonx.com/en/mission.asp?m=700
    Difficulty - C
    Compatibility with U&Y - Low/High (depends a lot on your team)

    Comments -
    How good U&Y is at clearing this dungeon can range all the way from unreliable to very fast and consistent. It all depends on if you have the right team for the job. There are two good teams designs for this dungeon, see Team Considerations below.
    HP Breakpoints -
    >15760 - Can survive 4 1st floor mask hits.
    >18000 - [Recommended] Can survive 2 rounds of boss mask hits without healing.
    >19650 - Can survive all 5 1st floor mask hits.
    Healing Requirements for Stalling -
    9000/turn - Stay alive against the boss Masks
    Team Considerations -
    There are 2 good approaches to tackling this dungeon...
    - A 100% skill bind resist team (eg. U&Y/Kushinada/Indra/Yomi/Izanagi/U&Y).
    - A high auto-heal build (eg. 2x GOdin) will allow you to sustain indefinitely against the boss' damage, giving you ample time to kill them.
    If you do not have either then try to have as much RCV as you can (need to be able to heal back 9k a turn for a lot of turns).
    Dungeon Notes -
    - Floor 1 - Wipe quickly with any 25x activation.
    - Demon Masks - ...give you a very generous 8 turns so just kill them with mass attacks.
    - Divine Masks - ...have 120000 armor which isn't very difficult to spike through. 1 good TPA combo should finish them all.
    - Floor 4 - 25x to kill Red Evo Masks and then ping the Mystic Mask to death if it didn't die.
    - Boss Masks - Ok, first focus the Green Mask and ping it until it's around 1/3 to 1/4 HP. Then swap target to the Blue Mask and either unload all of your skills if you're running a skill bind resist team, or stall while saving up blue orbs. 2x4 blue TPAs should kill the blue mask, then ping down the remaining HP of the green mask on the next turn if it's not dead.
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    Thursday Dungeon - Cave of Dreaming
    http://www.puzzledragonx.com/en/mission.asp?m=679
    Difficulty - B (it's not that hard, but you're likely to die to orb-trolling)
    Compatibility with U&Y - Low / Terrible

    Comments -
    Using U&Y for this dungeon is not recommended. You should only do it if you urgently need a Trifuit to evo something and you don't have any other team that can do it. Getting orb-trolled anywhere is likely to end your run, reduced movement time makes it hard to activate on bad boards, and your blue color is at a disadvantage against the green HP of most of the enemies in the descend.
    HP Breakpoints -
    >1261665HP - Can face-tank a Flower Beam :)
    Healing Requirements for Stalling -
    1261665/3turns - No point tanking the Flower Beam if you can't heal back.
    Team Considerations -
    A fast lineup with lots of skill boosts and at least 1 anti-orbtroll sub (Kali, etc) is best for this job. An anti-bind sub (eg. Ceres, LMeta, Isis) will cover binds on the Tama floor is very helpful but not mandatory. Extend time awakenings are also very valuable to help offset the reduce movement time pre-emptive the Dragon Fruits use on you.
    Dungeon Notes -
    - Floor 1 - Immediately take out all of the Dragon Seeds, if the Fruit lives that's ok, free stalling. Remember you have a reduced move time debuff on you, so just aim for a simple minimal activation, no fancy combos.
    - Floor 2 - Make a 25x combo to sweep them all.
    - Floor 3 - U&Y active for an easier board (again, there's reduced movement time on you); kill the Fruit and Flower to leave just the Tama behind. Set up the board on the Tama, ping it close to death, wait until it stops binding you and then kill it to move on.
    - Boss Floor - Use your enhance, try to 1-shot them all. If they aren't dead you have 1 single follow-up turn before they eat you.
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    Friday Dungeon - Sky Prison
    http://www.puzzledragonx.com/en/mission.asp?m=680
    Difficulty - B
    Compatibility with U&Y - Low

    Comments -
    Friday dungeon is not a U&Y friendly dungeon. But due to contributions from some of our forum members, we have figured out a team that can reliably beat the dungeon. Without the right team I'd be very surprised if you didn't die on the very first floor.
    HP Breakpoints -
    N/A
    Healing Requirements for Stalling -
    N/A
    Team Considerations -
    There's a single reliable approach to this dungeon, and a few unreliable approaches. The trickiest floor of this descend is floor 1, and most reliable Twinlits farming teams out there generally try to bypass it entirely by sweeping immediately. In order to do this with U&Y, your team need to fulfil these 2 criteria.
    - Have a Swallowtail or a skilled Lilith, and also a D/L Batman or Echidna. Batman's skill boosts make it a LOT easier to fulfil the next criterion, but he himself needs to be skilled up enough to be up at turn 4.
    - Have 8 or more skill boosts, so your poison sub will be up in time before floor 2 dubs kill you. For people lacking good skill boost subs, Mythril Edge is a freely farmable choice that provides 3 skill boosts, Shouki if you want light attribute.
    - While not compulsory, having a skilled Kali will remove any chance of floor 1 orb-troll (which WILL kill you), and having LMeta will make waiting out the Tama's binds much less frustrating.
    And here are the 2 unreliable methods which require killing EXACTLY 6 Lits on floor 1 and stalling on the last one for skills.
    - You can run dual U&Y leaders with 3 red subs that won't attack, and 25x the floor without making any red combos, which will hopefully leave only 1 alive.
    - You can pair with a Bastet/Kushinada friend to keep the multiplier low enough to not sweep the entire floor. This is extremely tricky to get right, do the maths yourself for EXACTLY how many combos of what colors are needed.
    Dungeon Notes -
    - Floor 1 - Sweep the floor or kill 6 and stall on 1 depending on your team, read the Team Considerations section above. Sweep teams are a LOT safer.
    - Floor 2 - Poison them on the last turn. Or if you're running 2 delays, delay and kill.
    - Floor 3 - Delay and ping down both Dub Mythlits before they attack. Stall back your delay on the Tama and also set up the board for a good spike, wait until it stops binding you then kill it to move on. Poison can help you kill it while at the same time preserving your board.
    - Bosses - Delay them for safety if you have your delay up. Unwind your previously set up board on them, if not dead then you have a few more turns to finish up.
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    Legendary Seaway
    http://www.puzzledragonx.com/en/mission.asp?m=681
    Difficulty - C
    Compatibility with U&Y - Moderate

    Comments -
    Legendary Seaway has the Blue Pirate in it, the skill-up monster for U&Y, so you're going to need to farm this dungeon a lot sooner or later. The dungeon is actually very easy for U&Y, but not 100% reliable if you don't have Kalis because getting orb-trolled anywhere on floors 1-5 more often than not means your immediate death. Having no hearts does greatly reduce the orb-troll chance though, especially if you play in a way to maximize your activation rate.
    HP Breakpoints -
    >23894 - Can tank 2 synced Pengdras (very slightly harder hitting than Kings and Pirates).
    Healing Requirements for Stalling -
    N/A.
    Team Considerations -
    You should be fielding an offensive team with enough skill boost to not require any stalling. There's no point in bringing a heart-maker because enemies hit way too hard to keep up with (24-36k damage a turn, good luck healing against that). For safe farming it is recommended that you have a skilled Kali sub, or alternatively hit the 23894 HP requirement, by bring B/GOdins and Okuninushi for example.
    Dungeon Notes -
    - Floors 1-5 - You might want to employ a orb matching strategy that prioritizes activation rate over damage. This generally means trying to combo away as many reds as you can every turn while saving behind some of each useful color, see 'Managing Orb-trolling' section of the main guide for more details.
    - ROdin Tamadra - A max skilled Lilith or Ra can be used to kill the ROdin Tama and his Dublit friends. However it is also very easy to kill them by taking full advantage of your TPA awakenings. A single 4 blue orb match in a 6 combo is enough to break armor, with a +99ATK Divine Warden U&Y.
    - Twin Dragons - Use the enhance or delay you brought along, U&Y actives and abuse TPA, the bosses should drop soon enough.
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    Starlight Sanctuary - King of the Gods
    http://www.puzzledragonx.com/en/mission.asp?m=206
    Difficulty - C
    Compatibility with U&Y - Moderate

    Comments -
    U&Y is ok if you just want to beat KoG for the stone or do some limited farming (eg. if you need to get yourself a Dub-Mythlit). However if you plan on heavily farming KoG for rank exp, you should consider investing in a dedicated KoG fast farming team instead, because U&Y is neither the fastest nor the most effortless clear.
    HP Breakpoints -
    >14254 - Can tank hits from Tiamat.
    Healing Requirements for Stalling -
    ~4000/turn is enough to stall on a single weak mob.
    Team Considerations -
    There are 2 dangerous floors in this dungeon, CDD and Zeus. It is recommended that you have a delay or damage deduction for CDD and a delay for Zeus. Zeus has 5.3mil HP (50% more than Zeus in his descend), so you may need to bring some extra firepower to kill him. Stalling is very easy here so feel free to use long cooldown stuff like Orochi.
    Dungeon Notes -
    - Floors 1-6 - Just 25x through all of them. If you want to stall, the 2 timer mid Demons are the easiest to stall on because they have some armor and can stay alive longer than the other stuff.
    - Tiamat - He doesn't have much HP and a normal 25x combo should kill him. You should also be able to tank his attack almost indefinitely if needed. No need to waste any actives here.
    - CDD - A single U&Y active will kill him. If you can't activate, use your delay or damage reduction.
    - Zeus - Use whatever skills you brought along to kill Zeus. You did come into this dungeon with the ability to kill him right.
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    Legendary Earth
    http://www.puzzledragonx.com/en/mission.asp?m=405
    Difficulty - B
    Compatibility with U&Y - Low

    Comments -
    Not difficult, but a very orb-troll unfriendly dungeon.
    HP Breakpoints -
    >20970 - Can tank 3 synced floor 1 High Dragons.
    >23040 - Can tank 2 synced King Dragons.
    Hitting these HP breakpoints make the run a lot safer.
    Healing Requirements for Stalling -
    6990/turn - Stall on a single High Dragon.
    Team Considerations -
    Read below section, make one of the 2 teams.
    Dungeon Notes -
    There are 2 ways to approach this dungeon.
    The brute force method - You bring a lot of Kalis and/or fast delays (D/L Batman, Okuninushi) and a lot of skill boosts too as you aren't going to be stalling. Force your way through to the boss using 25x to break armor, if you get orb-trolled, delay or Kali yourself a new board.
    The armor break method - You need to try to kill 3 of the floor 1 high dragons and leave 1 alive to stall up a FULL armor breaker (ie. Top Droidragon). You need to do some maths to figure out exactly what combo to achieve that with, I cannot do it for you because I don't know your subs or +egg count. Then activate the armor breaker to safely sweep every floor up to the boss.
    - Boss floor - If you've gotten this far then you've basically won. Use your skills and kill him, hope for the gold egg.
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    Legendary Mountain Path
    http://www.puzzledragonx.com/en/mission.asp?m=771
    Difficulty - A
    Compatibility with U&Y - Terrible

    Comments -
    Simply an awful dungeon for U&Y. The Puchi monsters' attacks tag on a heart making effect, which might sound nice except it's almost guaranteed to orb-troll you, and after a turn or two everything will sync up and kill you. The Odin Tama this time is green so you probably can't spike through his defense, it also pre-emptively binds you. Oh yeah and the boss has 5mil green HP and cannot be delayed. I very much recommend a different team for this dungeon.
    HP Breakpoints -
    >20668 - Can tank Threedia's "Wild Talon Rake" attack.
    >22222 - [Recommended] Can tank GOdin Tama's "Gungnir TAMA" attack (his normal attack).
    >23040 - Can tank 2 synced King Dragons.
    >23894 - Can tank 2 synced Pengdras.
    Healing Requirements for Stalling -
    22222/2turns - Heal back GOdin Tama's damage until you can ping him dead.
    Team Considerations -
    Brute force is the only way for this, unlike Legendary Earth. Here I'll tell you the optimal build, you try to come as close to it as you can. Bring 2 fast anti orb-troll subs (LKali, DKali, Famiel, Okuni, D/L Batman), 1 remove bind sub (Isis, LMeta, Wee Jas), and an enhance or delay (SQ is best). If you have less than 22223 HP then you need to bring an extra damage reduction, enhance, or delay sub for the Tama too.
    Dungeon Notes -
    - Floors 1-5 - Basically try to brute force through them. Play in a way that prioritizes activation instead of damage. If you're orb-trolled, resolve in this order... If you can survive a hit and there are no Puchis to orb-troll you, then take a hit to fix your board. If a U&Y active can fix the problem then use a U&Y active (though make sure to save one for the boss). If none of the above then last resort to one of the other anti orb-troll actives, Kali active before delay because you want your Kali active back for the boss.
    - Floor 6 - Tama will pre-emptively bind one of your monsters, use your unbind sub. As soon as you can attack again TPA dead both of the dubs. Then slowly ping the Tama down while healing back his damage. As last resort, like if you don't have the HP to survive a Tama hit, use SQ and spike him out, this leaves you with only 1 turn of SQ enhance for the boss.
    - Threedia - He start off by putting up a shield. There's 2 ways to approach him, either try to kill him before he kills you, or try to stall out his attacks until he's vulnerable, then kill him. Offensive method - Do this if you have a really good starting board (you think you can 1-shot him) or a decent starting board, more than 10333HP, and a guaranteed follow-up (can't 1-shot but have a Kali active to force a turn 2 kill), immediately use your enhance + U&Y active and try to kill him. If you fail to kill him then finish the job on turn 2. Defensive method - First turn heal yourself if you're not full, otherwise clear junk and save hearts. Next he will turn your red orbs to jammers (or another color if you have no red), prioritize healing back up enough to survive his next 20668 damage attack. He will do the 20668 attack, prioritize on healing back enough to survive his 8266 attack. He will do the 8266 attack and bind most of your team, just set up your board or something. He will skip a turn and his shield will also wear off, unbind yourself, use your delay and kill him attack him in earnest from here on.
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    Legendary Hills
    http://www.puzzledragonx.com/en/mission.asp?m=983
    Difficulty - B+
    Compatibility with U&Y - Low / Terrible

    Comments -
    Somewhere in between Legendary Earth and Legendary Seaway in terms of difficulty for a U&Y team. The annoying Puchi things are still there to orb-troll you, The Tama floor is still annoying as hell, but the Tama and boss are both easier to kill. I still very much recommend a different team for this dungeon.
    HP Breakpoints -
    >16879 - [Mandatory] To survive the floor 6 Keeper's pre-emptive attack.
    >23040 - Can tank 2 synced King Dragons.
    Healing Requirements for Stalling -
    11111/turn - To stay alive against the BOdin Tama.
    Team Considerations -
    You have to brute force it like with Legendary Mountain Path, using actives to force activation if you get orb-trolled. Read the Legendary Mountain Path comments above for more info.
    Dungeon Notes -
    - Floors 1,2,4 - Basically try to brute force through them. Play in a way that prioritizes activation instead of damage. If you're orb-trolled, resolve in this order... If you can survive a hit and there are no Puchis to orb-troll you, then take a hit to fix your board. If a U&Y active can fix the problem then use a U&Y active. If none of the above then last resort to one of the other anti orb-troll actives.
    - Floor 3 - Easy floor. Their fire absorb does absolutely nothing against you. Just kill them within 2 turns (before they sync up).
    - Floor 5 - This floor is really tricky, because the Odin Tama orb-trolls you with his attacks, and you must exit with at least 16880 HP to survive the next floor's pre-emptive. Tama will pre-emptively bind one of your monsters, use your unbind sub. Find a time to un-orb-troll yourself with a delay or board change. If you are over 16880 HP already, the best move is probably to U&Y active and spike them all dead with 2 blue TPAs. If you are under 16880 HP, then just normal combo the 2 dubs dead only (they have 200k, a single blue TPA kills), and then try to ping the Tama down while healing at the same time.
    - Floor 6 - The same as the ones in Keeper of The Gold. You have 3 turns to kill him, a good TPA combo should do it. If you have both U&Y actives up then you can just U&Y active him with 1 of them.
    - Defoud - Much easier than Threedia thankfully. Do your usual stuff.
    --------------------------------------------------------------------------

    Paradise of the Holy Beasts
    http://www.puzzledragonx.com/en/mission.asp?m=552
    Difficulty - B
    Compatibility with U&Y - Moderate / High

    Comments -
    An oldschool type of dungeon with a lot of long timer monsters, as opposed to modern descends where everything is almost always on 1. Not too difficult nowadays, 1.5mil HP enemies aren't as scary as they were in the past.
    HP Breakpoints -
    >16422 - [Mandatory] Can survive a <60% hit from Meimei.
    >17330 - Can survive a <60% hit from Haku.
    >21145 - Can survive a <60% hit from Leilan.
    >23069 - Can survive a standard hit from Fagan.
    Healing Requirements for Stalling -
    ~7500/turn - Trade hits with Meimei.
    9903/turn - Stall on Haku.
    Stalling on Leilan is also possible, but hard to give an estimate for, since her special attack removes your hearts.
    Team Considerations -
    You should have a board changer or delay in case you get orb-trolled on the Tama or boss floors. Other than that, any well balanced team should be ok for this, no specific requirements.
    Dungeon Notes -
    The Tama floor is basically free stalling, so feel free to liberally use your actives before then.
    - Rainbow Keeper - Combo him down. (What else can I say?)
    - Meimei - Trade hits with her to kill her, try not to leave behind stray jammers if possible. Watch out for her <20% hit, unless you get very lucky with the ping counts, you will need to tank it once before killing her. Use delay if it looks like you won't make it.
    - Karin - Easy to kill her without using any actives. However if you're orb-trolled, feel free to use a U&Y active here for safety.
    - Leilan - Leilan can be stalled on, should you need to stall. Make sure to leave this floor with 10894HP or more to survive Haku's pre-emptive attack.
    - Haku - Haku hits every turn and is rather annoying. A good TPA combo can kill her in 1 hit, or just U&Y active her.
    - Mythlits, Masks & Tama - Delay or board change if you're orb-trolled, because if Mythlits bind you then it's all over. Immediately kill everything but the Tama. Don't overkill, Mystic Masks have 200k defense, Tama has 600k - so just 1 set of 4 blue orbs, or 1 set of 3 blue orbs if using SQ. Set up your board on the Tama and move on when you're ready.
    - Sakuya - She will pre-emptively blind you, but that doesn't matter. Just unload your set up board through the blind to kill her, making sure to also swipe though the orbs that aren't going to be cleared to reveal them for the next floor. If she's not dead you have 1 more turn to follow through.
    - Fagan - Unless you have >23069HP, Fagan cannot be allowed to hit you. Use your enhance/delay, and make him die.
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    Endless Corridors
    http://www.puzzledragonx.com/en/mission.asp?m=352
    Difficulty - C
    Compatibility with U&Y - High

    Comments -
    The real difficulty comes from the last 2 floors, the others are a joke.
    HP Breakpoints -
    >17007 - Can survive a Hera hit.
    >19433 - Can survive a Minerva hit.
    Healing Requirements for Stalling -
    >7773/turn - To trade hits with Venus (Ceres and Minerva average to lower damage per turn than Venus).
    Team Considerations -
    This dungeon is 50 floors long, so feel free to bring all of the really long cooldown monsters like Orochi and gravities. As mentioned earlier, this dungeon is mainly the last 2 floors, so tailor your whole team for killing Hera and Zeus, like a delay for each for example.
    Dungeon Notes -
    - Floors 1-43 - Standard trash mobs, same stuff you see in normal dungeons, should not really pose any threat to you.
    - Floors 44-48 - Same stuff as in Hera Descended, with slightly higher specs. Your team should be way stronger than when you did Hera, so no problems.
    - Floor 49 (Hera) - Same as Hera in Queen of the Gods.
    - Floor 50 (Zeus) - Same as Zeus in King of the Gods.
    --------------------------------------------------------------------------

    True Endless Corridors
    Difficulty - A+
    Compatibility with U&Y - Moderate

    Comments -
    Everyone needs to beat TEC once in their lives. Besides, it costs nothing to enter.
    HP Breakpoints -
    Healing Requirements for Stalling -
    Team Considerations -

    The hardest part of TEC is the Beelzebub-->Demons-->Satan chain, so bring a delay/enhance for each (Satan and Beelz). Oh yeah I also really suggest you have a Kali or Famiel sub, because getting to floor 29 and then dying to Hera-ur because you don't have the orbs is the worst thing ever.
    Dungeon Notes -
    Urgghhhh.... I cbf >.>
    --------------------------------------------------------------------------

    Ultimate God Rush!
    http://www.puzzledragonx.com/en/mission.asp?m=756
    Difficulty - S+
    Compatibility with U&Y - Low

    Comments -
    Most people would say it's the easier of the 4 legend+ rushes... unfortunately U&Y has poor compatibility with this dungeon, and it's probably the hardest of the 4 for U&Y to 0-stone, especially if you get unfavorable spawns. 1-stoning shouldn't be too bad however (if you're willing to toss a stone to Dios' pre-emptive, that also frees up 1 slot on your team).
    HP Breakpoints -
    >19800 - Can survive a set of "Lick" + normal attack form the Extreme King. Lick has the possibility of converting away your hearts.
    >20605 - Can survive a set of "Shining Spear" + normal attack form Athena. Shining spear has the possibility of converting away your hearts.
    >21901 - Can tank Dios' pre-emptive followed by Beelze's pre-emptive back to back, under 35% damage reduction.
    >22601 - Can survive Zeus-Dios' pre-emptive attack.
    Healing Requirements for Stalling -
    Gaia is very easy to stall on, hard to give an exact heal/turn number though, because she uses -99% gravity and also makes hearts for you every 3 turns.
    ~10000/turn average - Stall against the Extreme King Metal Dragon.
    ~10000/turn - Trade hits with >50% Athena.
    ~13000/turn - Trade hits with <50% Athena. You want to kill her ASAP at this point.
    Dios and Stratios hit for around ~15000/turn, but you don't want to trade hits with them because their attacks also orb-troll you.
    Team Considerations -
    Firstly, you will need to bring a damage reduction shield to survive Dios' pre-emptive, even if your team has >22601HP (which you probably won't have with U&Y unless VERY heavily +egged), because it's a tall order to leave the Athena floor on full HP. If you plan on trading hits with Athena, the best shield for the job is Indra or Susano. Sandalphon offers a weaker shield but an enhance to spike Dios with. And then the last 2 floors are both very difficult and you really want have a delay or enhance for each. If you get Satan or Beelze you might be able to kill those without delay/enhance, but almost impossible to kill the Fat King or Zeus without it.
    Sample Teams -

    The theory behind this kind of lineup is to brute force Athena with a powerful long lasting shield, which will carry over to tank Dios' pre-emptive too. 3 delays for the last 3 floors.

    Very aggressive (and safe) lineup. The plan is to immediately spike out both Athena and Dios using the same Sandalphon active, with a U&Y active on each floor and DKali to cover orb-trolling. Need to have over 21901 HP to be able to tank Dios and Beelz pre-emptives back to back though, which is requires a LOT of +eggs.

    What a low-IAP team might look like, going to be hard though. Skills can be chained like this - Echidna-->DIza(to tank a few turns)-->SQ-->Echidna.
    Dungeon Notes -
    - Gaia - Know her attack pattern (13022 + makes hears --> -99% gravity --> 7814) and it should be very easy to stall up whatever skills you want on her. Basically save hearts before the -99% gravity since that can never kill you, then heal up on the next 2 turns. Beat her down without using any skills, a non-TPA 6-7 combo should get he around 50%, and then a hard TPA combo to kill.
    - Athena - Trade hits with Athena, combo well and try to stay alive for as long as you can. When she gets >50% she starts hitting for like 14k and that becomes hard to tank, use your Susanoo/Indra/DIza and then try to kill her before your shield runs out. Try to heal on the same turn you kill her.
    - Dios - Ok hopefully you didn't die to the pre-emptive. Delay him immediately and combo him down. After your delayed turns run out, he will waste another turn putting up a shield before screwing you over. So if you delay for 2 turns then you have a total of 4 turns to kill him. U&Y active if needed.
    - Athena - 1st turn don't attack her, just try to improve your board (combo off excess sets of dark/light/heart). She will put on her shield, you activate your Sandalphon enhance, U&Y active and drop her.
    - Dios - If you have more than 21901 max HP, just U&Y active and drop Dios too. If you have less than that... (YES THIS SUCKS!) U&Y active and try to NOT kill Dios but bring him as close to death as possible. Next turn combo down his remaining HP while healing yourself at the same time.

    Random spawn 1 of the next 3....
    - Satan - Easiest of the 3, easy to kill him even without using delay or enhance. He gives you 4 turns to hit him, and then he will kill you. But you probably reserved an extra delay/enhance anyway in case the other 2 spawned, so may as well use it.
    - Extreme King Metal Dragon - In general it takes a 6-7 combo with 2x4 blue TPAs and 2x damage enhance to kill him, refer to this image for what combination works. His big hit comes on the 6th turn (after his enhance runs out) so you have 5 turns to stall and/or find a good opportunity to spike him. After using Sun Quan you have 1 more turn to set up your board before doing your thing, remember natural blue orbs (enhanced) are better than orb-changed blue orbs (not enhanced), so try not to resort to using board changing actives. Try not to leave behind any jammers.
    - Beelzebub - Just delay and kill him. But if you really need to trade hits with him, try to quickly bring him <40%, at which point he will waste a turn on a 50% gravity, which gives you some breathing room (because a gravity can never kill you). If you have a Kali active his full poison board move is another potential free turn.
    - Zeus Stratios - His attacks hit hard and orb-troll you, if <50% he binds like your whole team. Solution is to never let him hit you.
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    Ultimate Hera Rush!
    http://www.puzzledragonx.com/en/mission.asp?m=766
    Difficulty - S
    Compatibility with U&Y - Moderate

    Comments -
    This rush is a bit different from the others in that it's front heavy, 3 dangerous floors followed by a lot of stalling. To beat this with U&Y, a rather specialized team is required. However with a proper team I would argue this rush is probably the easiest of the 4, though probably not the safest since skyfalls can mess you up when you're stalling.
    HP Breakpoints -
    >19800 - Can survive a set of "Lick" + normal attack form the Extreme King. Lick has the possibility of converting away your hearts.
    >20056 - Can survive 2 Hera hits without healing.
    >21214 - Can survive 2 "Aboreal Queen's Allure" hits from Hera-Beroc without healing.
    Healing Requirements for Stalling -
    ~10000/turn average - Stall against the Extreme King Metal Dragon.
    10607/turn - Stall against "Aboreal Queen's Allure" from Hera-Beroc.
    Team Considerations -
    If you want a good chance of 0 stoning this, your team must meet all of the following criteria.
    1. Have a skilled Kali, and 7 skill boosts to get it up on turn 1 (otherwise you're simply dead if orb-trolled).
    2. Have a damage reduction sub to tank DQ Hera's pre-emptive.
    3. Have a kill package for DQ Hera without letting her make a single move on you, aside from the pre-emptive.
    As an example, this is the team I took into the dungeon.

    Dungeon Notes -
    - Hera-Ur - Drop her immediately, or she blue binds you for 10 turns and you loose. If you can kill without expending a U&Y active then even better, a blue TPA and 6 combos should do it, but you might want to do the maths for your own team.
    - Hera-Is - U&Y active and kill. If you have LMeta, she can buy you 1 turn extra to fix or set up your board.
    Random spawn 1 of the next 2....
    - Hera - Very easy (compared to anything else in this dungeon). Stall or kill do whatever you want.
    - Extreme King Metal Dragon - In general it takes a 6-7 combo with 2x4 blue TPAs and 2x damage enhance to kill him, refer to this image for what combination works. His big hit comes on the 6th turn (after his enhance runs out) so you have 5 turns to stall and/or find a good opportunity to spike him. After using Sun Quan you have 1 more turn to set up your board before doing your thing, remember natural blue orbs (enhanced) are better than orb-changed blue orbs (not enhanced), so try not to resort to using board changing actives. Try not to leave behind any jammers. If you've already used both U&Y actives, SQ on the VERY LAST TURN and on the 2nd turn of your SQ enhance, you will have 1 of your U&Y actives back.
    Note: The most frequent cause of death for me on this dungeon is sky-falling Beorc into rage mode or sky-falling Sowilo dead without the shield up. Please be careful when stalling. If possible, do not combo more than 2 of the 4 activation colors.
    - Hera-Beroc - If your team has any light main attribute monsters, you probably need to stall out the 10 turn light absorb, otherwise it will greatly reduce your overall damage. Lower her to dark HP zone then use a U&Y active to kill her. Or you can U&Y + SQ full combo her at any HP, if you want to be safe and don't mind stalling more on the next turn.
    - Hera-Sowilo - Stall enough turns to get your Sun Quan back if you used him earlier. Drop her under 50%, put up your damage reduction shield for the next pre-emptive, U&Y active and kill her. Do not use Sun Quan here unless you know you can absolutely kill the next floor in 1 turn (ie. have Kali + U&Y both ready).
    - DQ Hera - Your shield from the previous floor will let you survive the 31k pre-emptive. Kill her with whatever kill package you brought along. Never let DQ Hera hit you at all because her attack orb-trolls you (she will continuously use it until you die).
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    Ultimate Devil Rush!
    http://www.puzzledragonx.com/en/mission.asp?m=900
    Difficulty - S++
    Compatibility with U&Y - Moderate

    Comments -
    In my opinion this is the hardest rush for U&Y, particularly if you get the Fat King or Kraken on floor 2 instead of the easier spawns. Then you get Fat King --> Mephisto --> Satan --> Beelz, 4 difficult floors back to back. There's also no easy stalling spot in this rush (especially if you spawn a Kraken), unlike the other 3 rushes.
    HP Breakpoints -
    >18557 - Kraken's "Tentacle Attack" attack.
    >20375 - Beelzebub's "Hell's Charge" attack used on the 1st turn, >50%.
    >21683 - Tank a pair of Mephisto's attacks without healing.
    >22586 - Mephisto's "Hidden Dagger" attack used after his turn skip.
    >24742 - Kraken's standard attack, that comes after "Tentacle Attack".
    >25736 - Vampire Duke's "Infinity Blade" rage mode attack.
    Healing Requirements for Stalling -
    5352+3poison/turn - Cerberus' damage output when >25%.
    ~10000/turn average - Stall against the Extreme King Metal Dragon.
    21683/2turns - Mephisto's damage output. Note that his attacks can cause blind, so it's harder than it looks.
    22337/2turns - Vampire Duke's damage output when >50%.
    24742/2turns - To stall on the Kraken, this damage is a single hit so you need more than that much HP.
    Team Considerations -
    For starters you need a board changer or a Wee Jas to survive Beelzebub's pre-emptive full poison board. Other than that you can sort of run whatever, but I recommend a lot of RCV and at least 2 delays.
    Dungeon Notes -
    - Zombie Dragon - If you have dragon type subs on your team (SQ, DKali, Orochi), it's a good idea to hit him <50% and make him waste a turn binding them, giving you 2 more turns to kill him and also wearing out the poison drop debuff a bit.
    Random spawn 1 of the next 4....
    - Cerberus - His damage output is very manageable so you should try stall out that annoying poison drop debuff. 1 decent blue TPA combo brings him down.
    - Vampire Duke - If you're not running an unbindable dark sub (eg. DKali) or a bind remover, never leave him <50% because his dark bind will probably kill you. If you do have an unbindable dark sub this fight is very easy, hit him <50% and you get 2 free turns to do whatever.
    - Kraken - When above 50%, his 1st attack pattern is "Tentacle Attack" followed by 2 normal 24742 normal attacks and then Tentacle again. I'm going to assume you don't have 24742Hp, so you must kill him before he makes his 2nd attack, that gives you 4 turns total. Bad thing is your green monsters (this includes your leaders) will be green bound for 3 turns, on his 1st attack he will bind another 2 subs for 2 turns and those won't unbind before his 2nd attack. If you have a bind remover, use it after he does Tentacle Attack, if not then you hope he doesn't bind your light/dark sub and U&Y active him dead on the 4th turn.
    - Extreme King Metal Dragon - In general it takes a 6-7 combo with 2x4 blue TPAs and 2x damage enhance to kill him, refer to this image for what combination works. His big hit comes on the 6th turn (after his enhance runs out) so you have 5 turns to stall and/or find a good opportunity to spike him. After using Sun Quan you have 1 more turn to set up your board before doing your thing, remember natural blue orbs (enhanced) are better than orb-changed blue orbs (not enhanced), so try not to resort to using board changing actives. Try not to leave behind any jammers.
    - Mephisto - You can either choose to play the stall game with him, or simply spike him out in 1 hit, this decision will usually depend on if you have enough actives left for the next 2 floors. If you choose to trade hits with him, make sure to hit him >75% sometime early to trigger his bind, so you can stall that out at the same time as you stall out his shield. You can then either choose to combo him down normally, or delay and kill him. The other option is to U&Y+SQ and spike him out in 1 hit, which leaves you with 1 more turn of SQ for Satan, only do this if you have another SQ or Orochi up for Beelz.
    - Satan - Satan will use "Demonic Shield", 2 "Wave of Fear", then "World Ends" in that order, if you want to delay him you must do it on the first turn. It's a race to see who kills the other first, although it's actually possible to survive a "World Ends" with a 75% shield like Kushinada.
    - Beelzbub - Board change away his poison board, throw your delay or enhance and kill him. Try not to let him make any moves on you at all.
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    Ultimate Dragon Rush!
    http://www.puzzledragonx.com/en/mission.asp?m=1038
    Difficulty - S+
    Compatibility with U&Y - Low / Moderate

    Comments -
    Probably the second worst legend+ rush for U&Y. This is an end heavy dungeon with 3 highly difficult floors back to back at the end. Also this rush features every blue team's favorite enemy - Threedia!
    HP Breakpoints -
    >17042 - Can survive a normal LFagan hit.
    >19500 - Can survive a DFagan <70% hit (this hit is preferred over the slightly softer 15k hit that orb-trolls you).
    >19800 - Can survive a set of "Lick" + normal attack form the Extreme King. Lick has the possibility of converting away your hearts.
    >20668 - Can survive Threedia's 2nd hit.
    >23541 - Can survive Zaerog's 3rd hit, only necessary if you plan on trading hits with him (not recommended).
    Healing Requirements for Stalling -
    Most of the floor 1-2 dragons can be stalled on, how much heal/turn needed varies, the floor 2 Sky Dragons are around 7000-8000/turn.
    ~10000/turn average - Stall against the Extreme King Metal Dragon.
    17042/2turns - Stall against LFagan.
    Can't really stall on the other stuff (Threedia, DFagan, Zaerog), but you can usually stay alive for a couple of turns by healing properly.
    Team Considerations -
    Basically there's Threedia, followed by potentially DFagan (dps' extremely hard and orb-trolls you) or Fat King (requires 2 actives to kill), followed by Zaerog. I would recommend having a delay or enhance for each of the three, I mean it's not impossible without, but it's going to be very rough.
    I recommend something like this for the job....

    Dungeon Notes -
    - Random Legendary Dragon - You can 1-shot all of them except the green one, just U&Y active the green one. If you get the blue one he will give you 9 turns of completely free stalling, without ever doing a single point of damage to you LOL.
    - Random Sky Dragon - You can 1-shot all of these too except the green one which might take 2 hits.
    - Wangren - Has 3.5mil HP but is actually pretty easy to kill because he's red. U&Y active should kill him, you can either do that right away or waste some time and do it later (if you needed to stall a bit more). He does almost no damage until his big hit, but his attacks have a 2/3 chance of orb-trolling you.
    - Beyzul - He puts the Ice Age debuff on you (which is very good for you) and then gives you like 5 turns to kill him. Just kill him, try to save at least 2 turns of Ice Age for the next floor.
    - Threedia - Easy half of the dungeon down, the hard half starts now. Yeah this thing sucks wherever and whenever he appears. Refer to the Legendary Mountain Path write-up above for a very in-depth overview of how to deal with him. I highly recommend the offensive method if possible because you don't have a bind remover so if the wrong sub gets bound for more than 1 turn, you're screwed.
    Random spawn 1 of the next 3....
    - Extreme King Metal Dragon - In general it takes a 6-7 combo with 2x4 blue TPAs and 2x damage enhance to kill him, refer to this image for what combination works. His big hit comes on the 6th turn (after his enhance runs out) so you have 5 turns to stall and/or find a good opportunity to spike him. After using Sun Quan you have 1 more turn to set up your board before doing your thing, remember natural blue orbs (enhanced) are better than orb-changed blue orbs (not enhanced), so try not to resort to using board changing actives. Try not to leave behind any jammers.
    - Dark Fagan - The worst of the bunch, this guy really sucks. Ok first he puts a -2sec movement time debuff on you (pre-emptive) so you need to plan your moves carefully. Next his dps is insane and if his normal full HP attack will also orb-troll. Easiest way to beat him is to delay and kill him before he can do anything. If you have to fight him normally, 1st hit get him <70% (so he doesn't orb-troll you) while also healing yourself to more than 19500 HP, next turn kill him, use U&Y active when appropriate.
    - Light Fagan - Easiest of the bunch. He hits for 17042 every 2 turns which is not that much dps actually. Stall out his skill bind and then kill him, be careful not to activate leader skill when stalling.
    - Zaerog - Unless you hit him into <30% rage mode immediately, his 1st move is a -99% gravity which will never kill you, so you have 1 free turn to fix your board or do whatever. Then drop enhance or delay and kill him.
     
    Last edited: Sep 21, 2015
  11. 0never

    0never Retired!

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    Special Thanks

    • zaisha for creating the original U&Y team building guide.
    • Aulanticus and AiLied whose excellent Karin guide and Ronia descend guide I used for reference a lot in the early stages of writing the guide.
    • ta11geese3 and honestrade for providing me parts of their own guide writing attempts.
    • Everyone who provided me with feedback and suggestions.
    • Python For being a very pleasant to use programming language. All of the formatting, tables, monster tags in this guide are computer generated.
     
  12. 0never

    0never Retired!

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  13. 0never

    0never Retired!

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    [reserved... final]
     
  14. Inagaki

    Inagaki What are you, TAMA ?

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    He is my favourite spike leader leader ! I wish I can pull Blue Odin and Izanagi è_é ! Really nice treat!

    -You put the wrong avatar for the Hera-Beorc Dungeon, you put Heracles instead of her.
     
  15. ronsonson

    ronsonson DragRON Master

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    I'm glad UmiYama got a guide revival. It looks great to me. I esp. like how you formatted the potential sub lineup section. It looks pretty neat. I do think the guide should incorporate the information on awakenings for each card, esp. for newer players, but not sure how to do that without ruining the format, =/.

    If you are going to start a new friend list please add me to it. I have a hypermax UmiYama ready to lend you its services. He was my first end game leader I got from the REM and he'll probably always be one of my main leads. All hail UmiYama!
     
  16. 0never

    0never Retired!

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    I wanted to add the awakenings too, but couldn't really find a way to do it while also keeping the list compact, unfortunately. I would have to list everything one by lone to get the awakenings there.

    Another problem is the 100 images per post limit enforced by the forum, so it would take around 4-6 posts to cover all of the awakenings icons for all of the subs currently there.

    Yeah sure thing.

    You will always be knows as the DRAGON MASTER though.
     
  17. Toasted_Rofls

    Toasted_Rofls Fire-N-Stuff

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    This is a fantastic guide. Lots of good points, and a nice lack of wild speculation. You covered a whole variety of teams and playstyles, and IMO, that's pretty important. I have just two things I wanted to say:

    -U&Y's ult requires rare evo material to make and doesn't provide significant changes assuming you do not intend to make a Healer and/or TPA focused team. However, U&Y's ult does give you extra HP, recover, a second TPA, and a skill boost, so really there is not reason to not ult him if you have the materials needed. U&Y can actually obtain his needed rare evo material himself, but as you said in the guide, doing so is rather dependent on your team. New U&Y players ought to be made aware that U&Y doesn't need his ult to be awesome, which is important because there are many leads in the game that do need their ult to be really effective.

    -Put me on the U&Y friends list! He's one of my main three leads (along with L/L Ra and Shiva) and he's currently max level, max awoken, and +155'd. As soon as his ult hits NA, I'm evo'ing him as well, I've already got his materials stored away, ready to go, and I'm working on making a Legendary Seaway farming team so I can max skill him. Basically, he's well on his way to being hypermaxed. I don't leave him up 24/7, but I try to have him up whenever I feel he could be useful, and I can always put him up by request as well.
     
  18. 0never

    0never Retired!

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    Thanks, fixed.

    I'll try to remember to add that when writing the beginner's section.
     
  19. Machius

    Machius Machiavellian Manipulator

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    Fantastic (and much needed) rebuild of this guide.

    My only comment would be in regards to the CTW sub options that L/L Venus has the advantage of being a healer (which is relevant if you are running a healer team and can cover dark).
     
  20. Caustic

    Caustic Member

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    Absolutely adore the new guide, and I do agree that it would be helpful to mention awakenings in the "Overview of Potential Subs" subsection, but I can see your point in it being difficult to display with the current format - which is definitely preferable to a one-by-one listing for a Leader like UmiYama.

    Speaking of that Sub Section, it looks like you have Amon listed twice under the Orb Changers, when I think it should be the other evo for Astaroth?

    Wish I had this guide available for viewing earlier. It definitely would have convinced me to try and take on Zeus.

    Keep up the good work!
     

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