The Dragon Emperor's Conquest: Teambuilding With Sherias Roots

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  1. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    Sacred Scriptures of the Dragon Emperor: A Comprehensive Guide to Team-building with Sherias Roots

    Table of Contents
    1) Introduction (this post)
    • 1a) In-game Summary and Playstyle Description
    • 1b) Pros and Cons
    2) Team Subs
    3) Sample Team Compositions
    • 3a) "Lite-REM" Sample Teams (mid/late game)
    • 3b) "Full-REM" Sample Teams (late/end game)
    4) List of Dungeon Clears
    5) Friend User Directory

    • 10-07-2016: Added new subs from major announcement: uvo Ishtar, sub uvo Kanna, Mion
    • 08-28-2016: Bind recover section completed
    • 08-27-2016: Added new tentative sub section: categorization of team subs
    • 08-25-2016: Board changers/refreshers section finished
    • 08-21-2016: List of subs more/less completed; sub write up will begin soon
    • 08-19-2016: Skeleton guide up; intro/pros/cons & friend user directory done, added subs for Board Change and Refreshers, Bind Recover, and Damage Reducers and Shields

    Introduction
    1a) In-game Summary and Playstyle Description

    Leader Skill: Dragon Element - ATK x2 when attacking with 4 of following orb types: Fire, Water, Wood, Light, Dark & Heart. ATK x2.5 for each additional orb type, up to ATK x7 for all 6 matches. Dragon type cards ATK x1.5, RCV x1.5.
    Active Skill: Force of All Orbs - Deal 999 damage to 1 enemy. Ignore enemy element and defense. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs.
    Awakenings: :awakening16::awakening28::awakening10::awakening10::awakening4:
    Typing: :monster2:/:monster3: Stats: HP - 4018 ATK - 1607 RCV 298

    Sherias Roots is a 6-star Godfest Exclusive monster, originally created by Gung Ho. As he is an original creation, there is no historical or mythological lore behind him. Roots fits neatly as a pure rainbow-style leader that requires the player to match all 6 basic orb colors: fire, water, wood, dark, light, and heart, in order to reach his maximum damage. From matching 4 different orb types to all 6, his leader skill multiplier for the team with appropriate typing is 3x, 6.75x, and 10.5x. The flexible multiplier ensures amazing damage control, while being high enough to ensure a nice output of damage. Even just matching 5 of the 6 basic orb types can ensure a mob floor clear. At first glance, Roots as a lead is almost completely the Dragon-typing equivalent to another end-game lead in the name of Ra Dragon (this ugly chicken ). Both have very similar multiplier levels, with Ra Dragon being accessible to any player with enough MP, and Sherias Roots costing quite a mortgage to roll. Because of the similar leader skills, Roots often rivals, and sometimes surpasses Ra Dragon in terms of tackling end-game content. With the D in dragons being put back in PAD, Roots will always have a steadily growing pool of subs to choose from.

    What makes this intimidating Dragon Emperor stand out even more (and reign supreme over Ra Dragon) is his amazing active in the form of a full board change with piercing damage towards a single enemy. His active plays many roles at once, firmly placing him as a piercer, a heartmaker, and a bursting board changer. The multiple uses of his active ensure amazing flexibility in team building compared to other rainbow leaders, as you can focus more on different utility roles rather than board changing roles. Roots' God killer awakening also plays a vital role in many late and end-game dungeons, as his board change alone will guarantee a killing board for many God-type bosses. His RCV multiplier and dragons' naturally high HP also ensure feasibility in stalling whenever needed, as well. All of these traits are what makes Roots a very capable end-game leader to invest in.

    That is not to say there are no drawbacks at all in playing with Roots. His most obvious weakness is susceptibility to binding. It is difficult to rectify this problem due to on-type unbindable bind recover sub only existing from the REM or MP shop. While some of Roots' best subs are from the REM, there are a good deal of farmable dragons that serve almost as well their REM counterparts in the team (such as ,, and ) sans bind recover. Not to mention that Ragnarok Dragon (this badass mech ), arguably Roots' best sub, is available to purchase in the MP shop for everyone. Still, the acquisition of viable subs outside of the REM require the player to have invested an insurmountable amount of time playing. So, when playing Roots, there is an implicit assumption that the player already has a vast knowledge of PAD's content. As Roots is a rainbow style lead requiring regular comboing of 5+ with at least 5 different orb types for consistent damage, he is not friendly for newcomers looking to breeze their way through the game. Beginners sticking with him may have a difficult time in learning not only to play him effectively, but also in regards to team building.

    However, if one chooses to stick with him, Roots' effort:reward ratio is consistently worthwhile, as he helps the player to learn how to "properly" play PAD without needing to rely on mono-color orb changing, row matching, 5 orb enhance, cross heal matching, etc. Sherias Roots will help one to develop an "honest" playstyle in learning how to manipulate boards effectively and how to strategize efficiently for many different late and end-game dungeons.

    DON'T FORGET! MOST BADASS DRAGON ART BY FAR! BEST DRAGONBANDO!!!!


    1b) Pros and Cons

    Pros:
    • Flexible leader skill multiplier ranging from 3x, 6.75x, to 10.5x (9x, 45.5625x, to 110.25 respectively for same dual leads) for damage control
    • God killer awakening is relevant to many late and end-game dungeons
    • RCV multiplier and dragons' naturally high HP make stalling and recovering from heavy hits feasible
    • Helps players to "honestly" learn the game with respect to both playstyle and strategy
    • Any player with enough time, effort, and investment, can make a decent late-game team without heavy reliance on the REM
    • Multipurpose active that ensures Roots' versatility as a sub for many roles (piercing, heartmaking, board change)
    • Roots' flexibility as a sub opens up many utility options for the the team compared to other rainbow leaders' stricter reliance on orb/board change
    • Naturally high leader skill multiplier ensures that one can make a "true" rainbow team rather than a "mono-color" rainbow team without sacrificing damage output
    • Amazing potential both as a lead and sub, ensuring end-game relevance for a long time
    • Artwork is intimidatingly fantastic; Roots is one of the coolest dragons in the PAD hood

    Cons:

    • A bind clearing sub is necessary to cover up Roots' most glaring weakness in getting bound
    • Damage control is easy to lose due to the RNG nature of skyfalls
    • Piercing damage part of active is very mediocre, and is only single-target
    • May have trouble dealing enough damage in end-game dungeons where Gods are not as prevalent
    • Not quite a beginner-friendly lead, both with respect to technical skill and investment
    • Must be committed to long term investments and goals if one does not want to rely heavily on the REM
    • Requires consistently higher effort than other leads in order to achieve decent to significant damage
    • Must invest in RCV+ eggs in order to fully take advantage of RCV multiplier
    • Good effin' luck rolling for this very elusive 6* Godfest exclusive, let alone finding friends...
    • Loli and waifu lovers, steer clear of this beast
     
    Last edited: Oct 7, 2016
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  2. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2) Team Subs
    In terms of team building, Sherias Roots has a somewhat small, but uniquely diverse sub-pool. While Roots benefits from a REM-optimized team, his selection of farmable or obtainable monsters helps him to reach some independence from the REM with respect to game progress. This section of the guide will be dedicated to informing the player of the many different viable monsters that fulfill a specific role for Sherias Roots' team. The viability and significance of each monster will be represented by the size of their portrait as follows:

    - Practically the ideal choice for the role

    - Not as great as the ideal, but still a viable and valid option

    Ideal subs will have individual descriptions of what makes them stand out, while valid subs will be more generally described. There will also be mention of off-type, but otherwise ideal subs who are honorable candidates for skill inheritance

    2a) Board Changers and Refreshers
    Board changers are monsters who convert the whole board into a functionally working board with all 6 basic orbs, at least 3 of each type. Board refreshers completely replace a board with a falling randomized board (does not guarantee at least 3 of each type) that may or may not match lumps of orbs together automatically, with the trade-off of bypassing orb locking. With the RNG nature of board refreshing, board refreshers are more situational than board changers, and thus may not be as useful as board changers outside of avoiding locked boards. There are many roles in board changing, from fixing a terrible board, getting ready a kill shot, needing hearts to live, and so on. To be able to activate the board with Roots' full leader skill whenever needed, it is recommended to to at least have one additional board changer or refresher to the team. Two additional board changers is an optimal limit, as the team will consist of 4/6 board changers with the two Roots leads included.

    List of board changers and refreshers:




    Skill Inheritance Candidates:




    Destroying Wing Dragon Emperor, Sherias Roots
    Active Skill: Force of All Orbs - Deal 999 damage to 1 enemy. Ignore enemy element and defense. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs. (13-8 turns min)
    Awakenings: :awakening16::awakening28::awakening10::awakening10::awakening4:
    Typing: :monster2:/:monster3: Stats: HP - 4018 ATK - 1607 RCV 298
    What's better than one Sherias Roots? How...about...two?! There is not much more to say about him than what the introduction has to say. Having an extra second and making half the team godkillers are probably the most substantial benefits a dupe Roots can offer. The only true cons about having a dupe Roots in the team are the color and role redundancy. If you can take care of the color coverage, than a dupe Roots helps the team immensely. That is, if you are *lucky* enough to roll 2 of him.


    Anti-God Machine, Ragnarok Dragon
    Active Skill: All Orbs Charge - Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs. Reduces cooldown of other skills by 1 turn. (14-9 turns min)
    Awakenings: :awakening27::awakening27::awakening16::awakening10::awakening10::awakening28::awakening4:
    Typing: :monster2: / Machine Stats: HP - 5030 ATK - 1605 RCV 0
    Description: Let us greet Sherias Roots' right-handed dragon, Ragnarok Dragon! Ragdra is quite a beast in many respects: having a full board change with haste, adding one second of movement, covering the green color, being completely unbindable, and possessing very relevant god killer and dragon killer awakenings. Just...wow. Being unbindable helps Ragdra to act as an emergency heartmaker in case both leads are bound. Ragdra's killer awakenings especially make him shine in the Ultimate Arenas, as he can kill LKali with ease, and DKali without even breaking a sweat (possible to 1HKO DKali due to Ragdra's killer awakenings stacking up to 9x damage). In fact, he is so ideal for Roots, that having two Ragdras in the team is not only viable, but almost optimal, too. The only true downside to Ragdra is his craptastic RCV, but that becomes a non-issue as Ragdra just offers too many perks for one to overlook. The fact that Ragdra is available to everyone in the MP shop gives no players any excuse whatsoever to not buy him.


    Blazing Goddess of Power, Kali
    Active Skill: Orb Transformation - Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs. (12-7 turns min)
    Awakenings: :awakening16::awakening27::awakening10::awakening27::awakening16::awakening10::awakening4::awakening28::awakening6:
    Typing: :monster1:
    /:monster2: Stats: HP - 3325 ATK - 1774 RCV - 355
    Description: Meet Ragdra's (love) rival, in the form of DKali. Whereas Ragdra excels in giving teams an offensive boost, DKali offers a somewhat more defensive utility. DKali stands out from other the board changers because she can serve a secondary role as a unbindable bind recover. Her secondary role is somewhat diminished due to the fact that her active does not directly cure binds, nor does it guarantee 6+ heal orbs on the board. In that sense, the player must conserve heal orbs or gamble on RNG luck in skyfalls or board changing to ensure bind clearing whenever needed. Nonetheless, DKali offers the quickest full board change without any consequence. DKali may not be as amazing as Ragdra, but her potential bind recover capabilities, fire coverage, balanced stats, and quick board change elevate her to be one of Roots' top-tier subs. Now if only it was easy for us to be showered with 6* GFE's...

    Note that RKali is exactly the same as Kali, only with the colors inverted. DKali barely edges out over RKali due to RKali only being available in the Christmas REM and dark not having any elemental resistance compared to fire with water.


    These lovely honorable mentions may not be the best choice, but that is the consequence of their viability when you compare an elegant hill to a majestic mountain. Out of all these subs (which are obtained via non-REM means), Linthia and Gainaut are still amazing farmable monsters to invest for late and end-game, due their low cooldowns (Linthia 7, Gainaut 8), great color coverages, viable late to end-game awakenings, and full-board changing but added with either poison (Linthia) or jammers (Gainaut). Droidragon is an interesting investment as well, since he is the only on-type board refresher who can directly deal with orb locks. Droidragon's awakenings can also help keep boards neutral with his anti-poison, jammer, and blind awakenings. Gaia Dragon possesses a 9 turn DKali active with a somewhat respectable 35% shield, but if one is able to obtain Gaia Dragon from Arena 3, then she mostly serves as a trophy monster rather than a viable sub for Roots. As said before, the REM board changers may be optimal choices, but one can still invest in some of these monsters for respectable long-term usage, especially if one does not want to buy a second Ragdra.


    Lightning's Active: No Room for Doubt - Deal 10000 damage to all enemies. Ignore enemy element and defense. Change all orbs to Fire, Water & Wood & Light & Dark & Heart orbs. (11 turns max)
    Badtz-Maru's Active: Spanking! - Reshuffle all orbs. (6 turns max)
    Maeda's Active: Landscape-Patterned Cup - Reduces cooldown of other skills by 1 turn. Reshuffle all orbs. (8 turns max)

    Description: There are a few, but key inheritance selections to choose from in board changing. Lightning's active is a direct upgrade of Roots, which makes her a prime candidate for Roots to inherit. If one does not have droidragon or prefers to not put him in the team, then Maeda and Badtz-Maru's actives will serve the team well in board refreshing.
     
    Last edited: Aug 30, 2016
  3. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2b) Bind Recover
    Binds are the the most problematic issue when leading with Sherias Roots. Because of that, at least one slot *must* be dedicated to a bind recover sub. The bind recover sub is a mandatory "dead weight" due to how prevalent binding is in late and end-game dungeons. These subs are unbindable and they cure binds either through their active or through matching a row of hearts. Coincidentally, the bind recover role may be the most difficult to fill due to how all of the on-type subs are either from the REM or are the result of heavy investment from the REM. The silver lining is that the player can work around binds if they plan carefully through stalling, shielding, etc. It is only when the player has no solution to leaders or multiple subs being bound that they should consider adding a bind recover sub.

    List of Bind Recover Subs:




    Skill Inheritance Candidates:



    Awoken Sakuya
    Active Skill: Kirin's Boisterous Dance -Reduce 20% of all enemies' HP. Ignore enemy element and defense. Bind recovery for 3 turns.
    Awakenings: :awakening6::awakening26::awakening22::awakening28::awakening4::awakening10::awakening27::awakening27::awakening16:
    Typing: :monster2:
    /:monster7: Stats: HP - 3378 ATK - 1570 RCV - 504
    Description: Ugh, why does Sakuya get to be part of the Chinese pantheon while Fagan is left out in the cold? Complaints aside, Awoken Sakuya is one of the best bind recover subs Roots could ask for. Her bind clearing capabilities are amazing, as she can clear them either through her active or through matching a row of hearts. The gravity part of the active is a nice, if gimmicky, bonus, in helping Roots bypass resolve mechanics, or giving him a bit of push for the kill. Overall, Awoken Sakuya's flexibility in how to clear binds, great stat distribution especially in RCV to augment dragons' usually poor RCV, and water sub-type coverage cement a permanent position for her in the team. The biggest drawback is having to use...a waifu...in an otherwise bad-ass dragon team.


    Light Lance God, Odin Dragon
    Active Skill: Draupnir - Recover 50% of max HP. Full bind recovery. Full awakening bind recovery. Reduces skilldown of other skills by 1turn. (14-9 min)
    Awakenings: :awakening27::awakening27::awakening16::awakening12::awakening12::awakening12::awakening12::awakening12::awakening12:
    Typing: :monster1:
    /:monster2: Stats: HP - 3600 ATK - 1100 RCV - 900
    Description: Watch out Sakuya, you got competition from that shining ab dragon! Green Odin Dragon (Godindra)'s main perk is his incredible active skill. Being able to heal quite a bit of HP while fully curing binds, and soon awakening binds, elevate Godindra to be a respectable pick for the bind recover role. This goes especially for several end-game dungeons where awakening binds potentially ruin an otherwise feasible run. That is not even including his amazing RCV, which can almost carry the team itself (the auto-heals a mediocre bonus). There are several glaring flaws in using Godindra, however. His lack of a skill bind resist forces players to plan team compositions more carefully. The mediocre attack, lackluster awakenings outside of the unbindability and skill boost, and inability to serve the bind recover outside of his active also prevent Godindra from being
    Roots' best bind recover. One must carefully evaluate when it is absolutely necessary to activate Godin's bind clearing active.


    Space-Time Sorcerer, Wee Jas (light)
    Endless Era Socerer, We Jas (green)
    Active Skill: Break Time - Delay 1 turn to all enemies. Change bottom-most row into Heart orbs. (16-12 min)
    Awakenings: :awakening27::awakening27::awakening10::awakening10::awakening6::awakening16:
    Typing: :monster2:/:monster7: Stats: HP - 2213 ATK - 1054 RCV - 504
    Description: Do not underestimate this bad-ass grandpa over here, folks. I'm pretty.sure he's got a magic trick to disappear you for real reals. Wee Jas' strength comes from the synergistic combination of his active and awakenings. Whether you need to delay the enemy, create heal orbs to heal up or to create your full multiplier, or unbind your other monsters, Wee Jas' powerful active ensures many defensive utilities at your disposal. Even if his active is not available, the player can conserve heart orbs to unbind with Wee Jas whenever needed. The killer awakenings are a very flavorful bonus, as they will make up for his mediocre attack against physical or devil typings. Wee Jas' green counterpart also helps color coverage too if one has no Ragdra or Orochi. Otherwise, outside of his RCV, Wee Jas' stats are very subpar. And because he has no SBR, team compositions will have to be considered more carefully too. Nonetheless, he still stands in a very unique position of his own as being an unbindable delayer and bind recover. He is a top-pick sub who should not be overlooked.


    With the choice of on-type bind recover subs being very selective, there is not a lot of leeway outside of the top choices. , Awoken Kushi, Lu Bu, and DKali can serve those roles, albeit unreliably, as the player will need to carefully keep track of their heart orbs while predicting a binding action. Awoken Isis is probably the best off-type bind recover sub with her low cooldown active being spammable and viable for inheritance, and her having amazing color coverage. Even the skill inherit candidates can serve well on the team due to a selectively low number of on-type choices that can directly cure binds with their actives. Aamir is the only farmable bind recover sub, so he serves as a last resort option if the player has no other options whatsoever.


    Amaterasu and Ceres' Active: Shower of Healing - Full HP recovery. Full bind recovery. (20-10 turns min)
    Awoken Ceres' Active: Soul Cure - Recover 30% of max HP. Bind recovery for 3 turns. (9-6 turns min)
    Awoken Amaterasu's Active: Divine Illulumination - Recover 40% of max HP. Bind recovery for 4 turns. Reduces cooldown of other skills by 1 turn. (12-8 turns min)
    Green Odin's Active: Gungnir - Inflict Light damage equal to ATK x50 to 1 enemy, and drain 15% of the damage you dealt. Affected by enemy element and defense. Bind recovery for 5 turns. Awakening bind recovery for 5 turns.

    Description: As noted before, any of these candidates can be used as subs to compensate for the lack of on-type bind recover choices. Vanilla Amaterasu and Ceres are probably the most powerful in terms of bind clearing. Godin is a great candidate too due to his future buff including awakening binds. Awoken Amaterasu and Awoken Ceres are also efficient with their lower cooldown actives if one is too intimidated to skill up their vanilla counterparts. Either way, these candidates are just as powerful (perhaps more so) as the on-type choices in the bind recover role.
     
    Last edited: Sep 23, 2016
  4. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2c) Damage Reducers and Shields
    If one wishes to tackle very late and end-game content in solo play, then a sub dedicated to damage reduction or shielding will be crucial. These subs will compensate for the lack of HP from a co-op partner. The damage reduction/shield, combined with Roots' RCV multiplier, will exponentially improve the team's chances of survival. As many late/end-game monsters hit far beyond a normal single player's team's HP, the significance of this role cannot be ignored. Be mindful of when to use the shield active, as they have quite a long cooldown and so can only be used sparingly.


    List of Damage Reducers and Shields




    Skill Inheritance Candidates:



    Awoken Indra
    Active: Heaven-Shaking Lightning Wall - 75% damage reduction for 2 turns. Reduce cooldown of other skills by 1 turn. (17-13 turns min)
    Awakenings: :awakening10::awakening28::awakening16::awakening28::awakening16::awakening10::awakening4::awakening4:
    Typing: :monster2:
    /:monster6: Stats: HP - 4550 ATK - 1427 RCV - 219
    Description: Oh snap, Roots, didn't know you got a fellow gym partner! Indra may have lost the shake weights, but he has gained quite a bad-ass makeover. Simply put, almost everything about Awoken Indra just makes any Roots team plain better. Indra's shield active is among the best out there, as the 75% 2-turn shield cushions hard hitting blows into comfy pillow swings. His two TPA's work in conjunction with Roots' playstyle, as TPA matches do not interfere as much with matching colors while offering a considerable damage boost. Indra's two SBR's and wood color coverage also ease up flexibility in team compositions. There is not much of a consequence in bringing Indra to the team, other than the inherent need to have a bind recover to make sure Indra is up when needed. In short, Indra is almost a phenomenal choice in filling the wood spot, as his combination of a great active with useful awakenings will aid any Roots team.


    Awoken Susano no Mikoto
    Active:
    Blazing Storm Barricade - 50% damage reduction for 3 turns. Reduces cooldown of other skills by 2 turns. (15-11 turns min)
    Awakenings: :awakening3::awakening4::awakening27::awakening27::awakening16::awakening16::awakening4::awakening10:
    Typing: :monster6:
    /:monster2: Stats: HP - 4370 ATK - 1386 RCV - 298
    Description: Awww snap, look at dem hot chiseled abs! May these beautiful abs protect Roots through these hard times (...ba dum tsst). In all seriousness, Awoken Susano is yet another ideal choice to add to the team. There is a lot more depth to him beneath his fiery handsome looks. Susano has superb color coverage in filling both green and red, so that one only needs to cover water for the full rainbow. As Susano is unbindable, he can act as an emergency button for the team in tense situations. The shield's long duration also gives some stalling power to the team whenever needed. Combining Susano with an unbindable water sub will enable Roots to fully activate his leader skill without needing to worry about bound subs. The 2 TPA awakenings also serve a considerable damage boost without any gimmicks involved. His only glaring flaw is lack of a SBR, so teams need to be planned more carefully. Roots teams should always welcome Susano into the line up; after all, more abs can only be a good thing, right?


    Radiant Blade Mech Dragon God, Baldin
    Active: 50% damage reduction for 2 turns. Dragon & Machine type cards ATK x2 for 2 turns. (20-15 turns min)
    Awakenings: :awakening16::awakening16::awakening28::awakening28:
    Typing: :monster2:/Machine Stats: HP - 3028 ATK - 2003 RCV - 248
    Description: If there was a giant mech Roots can pilot, it would probably look like Baldin. Aw man, the number of perks Baldin offers to Roots is unbelievable. Baldin serves two roles fantastically: as a shield, and as a damage enhance. Whether you need to tank, or to kill (or both), you get the 2-in-1 combo special from Baldin, with a delicious damage frosting from his killer awakenings (bye bye Gods and Physicals). Baldin's active lasting 2 turns affords the team a lot more leeway in allowing errors or mishaps to happen. The dual-utility active and two SBR's allow Roots' team comps to be stretched to their optimal limits. The only core issue is that Baldin's incredibly long cooldown on his active will only allow one use in most dungeons, so the player will have to plan out the best opportunity to use it. The other more minor, but considerable problem is that the enhance and shield are inseparable; many other instances only exclusively call for one of the active's functions. Do not let these minor issues shy you away from Baldin, though, because he is almost absolutely the best dragon to serve either role when required.


    Steel Wand Mech Dragon God, Balboa
    Active: Astray Mist - Reduce enemies' defense to 0 for 1 turn. Effects carry forward on sweep. 50% damage reduction for 1 turn. (16-11 turns min)
    Awakenings: :awakening16::awakening16::awakening28:
    Typing: :monster2:/Machine Stats: HP - 3624 ATK - 1524 RCV - 252
    Description: If Baldin is that awesome-tasting strawberry and black cherry icecream flavor, then Balboa must be the healthier, but nastier avocado and blueberry
    counterpart (honestly, I'm not sure that flavor exists). Balboa has an interesting active that combines a shield and a defense break. The defense break, while insanely useful against pii's and predras in end-game dungeons, may see little use otherwise, which makes Balboa's active even more niche than Baldin's active. The active only lasting for one turn will force players to narrow down their margin of error in sweeping before tanking pre-emptives or heavy hits, compared to Baldin's two turn duration. While Balboa may not be as generally useful as Baldin, his perks of offering a shield, killer awakenings, wide color coverage of water and green, and defense breaking to deal with predas, pii's, and other niche monsters firmly place Balboa as a uniquely great choice in covering the shield and the specialized defense breaking role.


    Active: 75% damage reduction for 1 turn. +1 combo count for 1 turn. (14-10 turns min)
    Awakenings: :awakening3::awakening6::awakening28::awakening10::awakening16::awakening27::awakening27:
    Typing: :monster7:
    / :monster2: Stats: HP - 4305 ATK - 1632 RCV - 610
    Description: Holy moly, this princess don't need no saving. In fact, let her save us instead! Awoken Kushi was granted an unusual privilege of joining dragon teams. As a sub, awoken Kushi can simultaneously serve dual roles as a pseudo-bind clearer and a shield. Her shield can allow the team to stall for hearts to bind clear if need be, as well. Unfortunately, the drawback in using her is that she cannot serve either role very effectively. While other shield subs grant the team multiple turns of shielding, Awoken Kushi only allows one turn, so the player will have to be absolutely cautious in when to use the shield effectively. And since Awoken Kushi does not naturally produce hearts, a lot of planning needs to be done in advance for her to bind clear. Still, one cannot ignore her loads of weighted stats. Expect your teams to take a nice boost in tanking and in recovering if you decided to add Awoken Kushi to the team.


    Whomp whomp. Unfortunately, these subs just cannot compare to the best choices. The best farmable choice would be Dark Izanami, due to her shield lasting 3 turns. She and New Year Izanami make a fine off-type choice due to color coverage and a decent shield at a very low cooldown. The pirate dragons are subpar picks, but some of them offer great color coverage. Legelonte is somewhat okay, but the shield lasting one turn for 25% is just not worth the hassle to skill up. Gaia dragon is still a trophy, and cursed dragon may be better served as MP fodder. You may be better off inheriting an off-type shield sub to a dragon monster if you lack a shield dragon sub.
     
    Last edited: Oct 19, 2016
  5. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2d) Delayers
    While many of the toughest bosses may have a status immunity shield, the ones that do not have it will effortlessly fall down against teams with a delay active. There are many subtle roles that delayers play at once: stalling long enough for other actives to come up, bypassing a boss's resolve to kill him in the extra turns, forcing a boss's elemental absorption or rage to pass before their turn, preventing the boss from killing the team the next turn, and so on. Because all delay actives have a long cooldown, one must be able to plan accordingly when it is a crucial moment to use the delay.


    List of Delayers:




    Skill Inheritance Candidates:
     
    Last edited: Sep 6, 2016
  6. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2e) Damage Enhancers
    Damage enhance is not quite a necessity in mid to late game. However, when one reaches late to end-game, then it becomes more and more necessary to bring a damage enhancer to the team. Against gods, Roots' damage is quite significant, making an enhance superfluous. But with late and end-game dungeons diversifying types all over the place, the killer awakenings take no effect, which drastically diminishes the damage output. The damage enhancer makes sure to give Roots just enough push to kill bosses where the killer awakenings do not apply.


    List of Damage Enhancers




    Skill Inheritance Candidates:
     
    Last edited: Oct 7, 2016
  7. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2f) Poisoners, Piercers, Defense Breakers
    This set of subs is probably the most situational compared to the others. The main purpose of these roles are to bypass enemies with high defense and/or low HP. Because Roots already has a built-in piercing in his active, the need for such a sub is not as vital. However, Roots' single piercing for low damage is not quite enough more often than not. Hence, with poisoners, piercers, and defense breakers, they are able to affect all enemies of a given floor, or give Roots an opportunity to to surpass the enemies' defenses. In bringing a sub of this role, it must be noted that while poisoning, piercing, and defense breaking may function similarly, the player has to make the best decision whether this role is necessary for the dungeon, and also which of these roles best serve the given dungeon.

    List of Poisoners, Piercers, and Defense Breakers





    Skill Inheritance Candidates:
     
    Last edited: Oct 7, 2016
  8. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    2g) Miscellaneous Categorization of Team Subs
     
    Last edited: Aug 27, 2016
  9. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    Sample Team Comps (reserved)
     
    Last edited: Aug 27, 2016
  10. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    List of Dungeon Clears (reserved)
     
    Last edited: Aug 27, 2016
  11. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    5) Friend User Directory
    Template:
    [Forum Name]
    [PAD ID] [country]
    [Latent Setup] [Inherited Skill]
    [Other leads used]

    Macaquinho
    315 490 294 (NA)
    :awakening24:


    Lord Ax
    318 086 232 (NA)


    336 317 462 (NA) (alt)


    15 Lonely Jackalopes
    385 638 294 (NA)




    Sparkle
    390 519 411 (NA)
    :awakening10::awakening8::awakening17::awakening16::awakening16:

    Hudson
    369 574 274 (NA)
    :awakening16:


    Xayvin
    343 760 320 (NA)
    :awakening14::awakening8::awakening2::awakening20::awakening24:


    Charles
    309 648 345 (NA)
    :awakening16::awakening16::awakening16::awakening10::awakening10:


    Guvitron
    360 494 218 (NA)
    :awakening10::awakening10::awakening10:


    BizarreJelly
    310 791 230 (NA)
    :awakening14::awakening8::awakening2::awakening20::awakening24:


    CloudStrife
    390 777 387 (NA)



    Reni
    315,091,284 (NA)
    :awakening16::awakening16:


    KingTut
    329 657 225 (NA)



    ecwstar
    349,976,377 (NA)



    Bolts
    384,101,381 (NA)



    Filphil
    366 918 455 (NA)




    Random Kitty

    315 518 373 (NA)

     
    Last edited: Nov 16, 2016
  12. Macaquinho

    Macaquinho Mathematician of butt-kicking

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  13. Macaquinho

    Macaquinho Mathematician of butt-kicking

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  14. Macaquinho

    Macaquinho Mathematician of butt-kicking

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  15. Macaquinho

    Macaquinho Mathematician of butt-kicking

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  16. Macaquinho

    Macaquinho Mathematician of butt-kicking

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  17. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    And...we...are...open! Hopefully 16 posts is more than enough to contain the guide. Better to prepare just in case.

    Obviously, this is one helluva WIP guide. I might as well get the guide out now and work on it progressively, rather than spit it out all at once after 3 months of writing like the DFagan guide >.>

    Comparative changes from the D(dead)Fagan guide:
    -More condensed sub listing and descriptions (...maybe)
    -Easier and simpler format to edit with respect to monster info
    -Keep dungeon clears simplified too; majority of clears will focus on legend+ and above content, but users are still free to submit legend/mythical level clears
    -Keep the guide consistently up-to-date; at the very least, Sherias Roots is a legitimate end-game leader, so his relevance will stay for a long time
     
    Last edited: Aug 19, 2016
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  18. TheSeiferOne

    TheSeiferOne Demon Destroying Star Angel Event Manager

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    ya it looks about as far along as my ruel guide lets see if u update it more than me (hint never)
     
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  19. Macaquinho

    Macaquinho Mathematician of butt-kicking

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    @TheSeiferOne challenge accepted, dear sir! We'll see how long this goes.

    I'm really hoping powercreep does not happen too severely to knock Roots out of relevance >.>

    @Sparkle @Ballz and whoever else, spread the Roots word. I need 'em Roots lovers to come over here.
     
    Last edited: Aug 19, 2016
  20. JiveT

    JiveT Active Member

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    I use him as a sub for Ronove I hope he gets another TPA lol
     

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