Awoken Archdemon Lucifer
1.82x HP / 16.4x ATK / 1.82x RCV (God & Devil based team)
Arena 1 Strategy Guide
Awoken Archdemon Lucifer is one of the most powerful leaders in Puzzle and Dragons as he combines both burst and survivability along with flexible team building. Dark monsters have historically been the strongest colour as they have amazing synergy and a deep sub pool. Unlike Yomi Dragon or Awoken Pandora , Lucifer can use both God and Devil type monsters which grants him access to subs that would otherwise not fully benefit from the leader skill. Furthermore, you are able to control your damage through dark row activation as well as stacking actives to unleash some of the highest total burst damage in the game.
- Ability to control your damage as this is becoming more relevant with specific absorption shields that require you to hit less damage
- Bolstered health and recovery allow for easier stalling and removes the need to bring damage mitigation
- Leaders have a combined 6 dark row , 2 skill lock resist , and 6 skill boost awakenings
- God Killer awakening is amazingly powerful as it allows your leaders to deal 3x damage to god type bosses
- Spectacular burst damage potential
- Team building is quite flexible as you can use God or Devil types
- Vulnerable to binds. This is becoming a more relevant issue with unbindable leaders becoming more common and dungeons having more pre-emptive binds
- Bind removal sub options is quite limited and places too heavy an emphasis on Yomi Dragon
- Row based teams face a tougher time against bosses with higher combo shield requirements as rows take up more space on the board. Also the leaders do not provide any time extend awakenings
- Ideal team building is quite REM heavy as you wish to focus on awakenings
- Reliant on actives to form multiple rows in order to achieve high burst damage
- Worse art compared to the inferior Lucifer
- Not a pretty girl
- Each awakening adds 10% damage
- Every matched combo adds 25% more damage
- However, a connected 6 match deals 1.75x your base attack value while 2 separate combos is 2x base attack
- Thus you need 4.2 to “break even” (instead of matching 2 unique sets of 3 dark orbs)
mischiefy1pad does a full explanation and you can check out their work HERE. This is excluding the ease of matching additional combos along side your row. Thus you wish to have as many to help compensate for the loss of combo potential. However, your two leaders already provide 6 dark row awakenings. Therefore, any sub you bring can be seen as an added bonus, but more is better.
Single orb changers:
These subs have low cooldowns and can convert a single type of orb into dark. One benefit to a fast orb changer is the ability to consistently form a row in order to sweep dangerous floors.
5 turn CD
|Claire combines style, grace, power, and beauty all into one amazing monster! Sporting 2 dark rows and 2 awakenings along with the often overlooked enhanced heart orb awakening. . significantly increases your healing potential along with retaining the enhanced status when converted into dark orbs. Only drawbacks of using is a lack of and removing heart orbs with her active. Granted this synergizes well with most other actives, but you may need to heal and deal lethal damage in the same turn.|
7 turn CD
|Castor is part of the new mechanical Star God series and offers 2 , , and awakenings. This eases team building as you only require 1 additional sub with to achieve 100% immunity. The passive damage from the enhanced orbs and augmented healing can come in handy, but a lack of or lowers their damage contribution. ‘s active is quite powerful as it provides heart, poison, and jammer orb conversion to dark and 1 turn haste on a 7-turn cooldown. Lastly, has not received an ultimate evolution so there will be room for growth and may become more viable in the future.|
8 turn CD
|Awoken Anubis is another viable single orb changer that converts jammers, poison, and wood orbs to dark. This provides some synergy with Zuoh along with preventing the need to bring other actives to remove full boards of poison. The 5x counter attack has niche uses versus bosses with perseverance provided you can survive their 1% execution ability. Unfortunately, ‘s awakenings are not very synergetic unless you are in need of extra or baiting out fire binds.|
5 turn CD
|Hanzo is a powerful and synergetic orb changer as he can be combo-ed with most popular board changers to create dark heavy boards. Unfortunately, his low base stats and a lack of can place constraints on team building.|
5 turn CD
|Vampire is a farmable option for a fast orb changer. Sadly his awakenings and base stats are quite poor and will most likely be a placeholder until you have a stronger sub. On the bright side, his active can be combined with many other orb changers to create a dark heavy board.|
7 turn CD
|Grisar is a luxury farmable sub sub who is now more easily obtainable through coop and Mythical Plus Devil Rush. Once max skilled, provides a light to dark orb change along with haste on a 7 turn cooldown. Awakenings wise, provides 2 dark rows along with the coveted which eases team building. Furthermore, his base stats and art are top notch. The main downside is his active competes with other popular orb changers and cannot be used in conjunction with any dark board changers.|
5 turn CD
|The Summer Valkyrie is Hot with a capital H. Furthermore, she comes in 2 colours to suit your tastes. Looks aside, functions like her regular REM sister, , except you have the highly desired instead of .|
5 turn CD
|Halloween Vampire is essnetially a less pretty and powerful version of due to less awakenings, lower base stats, and lower sex appeal. Bright side, his hair is pretty fabulous.|
Double orb changers:
These subs convert 2 different orbs to dark and either heart or dark orbs and allows for easier matching as you are dealing with only 4 elements. It is wise to bring at least 1 of these subs as they provide power through their awakenings, actives, and some utility.
+ 4 turn skyfall
10 turn CD
|GH Employee: How many should we give ?
GH Boss: Yes
No the 7 are not a typo and everything about makes her one of the best dark monsters in the game. Her active pushes the envelop of power creep as she combines both a double orb changer, poison/jammer removal, and enhanced skyfall on only a 10 turn cooldown. Furthermore, the enhanced skyfalls synergize perfectly with her 7 awakenings to ensure massive additional damage. The only real fault you can find in her is the fact she is a new 6-star godfest exclusive and very rare and hard to obtain.
8 turn CD
9 CD + haste
|To help you better chose which Pandora is right for you, please read my comparison post HERE. Regardless of which evolution you choose, Pandora is an amazing sub as she offers dark and heart orb generation along with powerful and utility oriented awakenings. You can combine her heart making with a horizontal row of hearts to trigger 3 turns of bind removal through and is one of the few options for removing binds Lucifer teams have. Granted Pandora can be bound, but it is at least an option.|
8 turn CD
|Persephone was far prettier in her dark/fire form and is only evolved to dark/wood because of the additional awakenings and most notably 2 . In addition, the 2 awakenings add significant increase to healing that should not be overlooked. Furthermore, the enhanced heal orbs will be converted into enhanced dark orbs. Row based teams love actives that can flood the board with dark orbs and is an amazing candidate. Main drawback is that she lacks a awakening and may place constraints on team building. Furthermore, she should be receiving an awoken evolution in the near future which may make her even more powerful.|
8 turn CD
|Despite not having an ultimate evolution, Akechi is one of the most powerful dark subs in the game. This is because he combines both a double orb changer and damage enhance into a single active. Furthermore, has incredible synergy with Haku as you will create a 2/3 board of dark orbs that are enhanced. An overall amazing sub should you be lucky enough to own him and will only grow in power with an ultimate evolution.|
9 turn CD
|Hamal is part of the new mechanical series 2 pantheon and brings a powerful double orb changer that is similar to . However, being able to transform poison orb in addition to a single turn of haste provides added benefit even though lacks an ultimate evolution or awakenings. In addition, the 2 awakenings add significant flexibility when team building as you only require 1 more to achieve 100% immunity.|
| Yomi Dragon
9 turn CD
|Yomi Dragon is one of the 300k Monster Point Dragons and plays a critical role in your team. This is because is the best option for bind clearing in high level content as she is both bind immune and can manufacture heart orbs to form a horizontal row to remove 3 turns of binds via recover bind awakening. In addition to the bind clearing ability, the other awakenings add valuable utility as well as being able to use the active in conjunction with other orb changers as it will guarantee 4 dark orb generation.|
| Gryps Rider
7 turn CD
|Gryps Rider is technically a double orb changer, but his net effect is changing hearts to dark with a longer cooldown. However, he has low base stats and awakenings that are reasonable, but a bit scattered in their focus. The main hindrance in using will be the challenge in max skill him.|
These subs provide you with the ability to augment your already impressive burst damage. This can be used to conserve orb changers to to ensure a particularily dangerous floor is killed safely.
Full board changers:
These subs provide a means to randomly transform the board into specific colours. This can be used to generate dark orbs or remove unwanted poison or jammers. Furthermore, they can be used in conjunction with another orb changer to create dark heavy boards that can be broken up into multiple rows.
One of the largest weaknesses for your team is having your leaders bound. When bound, you lose your health and recovery multiplier. This causes your team to lose their durability and become very fragile to most attacks. As such, bringing a bind clearing sub is almost mandatory for pre-emptive leader binds. However, if the floor will only bind at certain health thresholds or on their first turn, it is better to bring a burst active sub to try and one shot them instead. As a general rule, bind clearing subs bring little damage to your team as they lack offensive awakenings and their active for the most part is defensive in nature. Unfortunately, the depth of subs that can clear binds that are dark gods/devils is quite small and almost places a dependancy on Yomi Dragon .
Shielding / damage mitigation:
In all honesty, you most likely do not need a shield as your health pool should be large enough to survive any reasonable attack.
Gravities are coming back into style as end game bosses are starting to have gigantic health pools or the resolve/perseverance ability. By using a gravity, you can easily push a boss into a certain health percentage to bypass various mechanics. Furthermore, as you are playing a “slower” paced team, you can take your time in charging up your actives if they are not skilled up.
Delays / menace:
Even with the advent of more bosses having status void shields, delays are still valuable as you can use them to safely bypass different floors while conserving other actives or restalling for skills. In addition, it can be a way to avoid perseverance mechanics as you can bring the boss down to 1 HP and kill on the subsequent turn without being punished by their special execution abilities.
Niche / situational subs:
These subs have harder to define roles, but may come in handy under the right situation.
Team building for generally revolves around maximizing your awakenings along with orb changers, dungeon mechanics, and adjusting your skill lock resistance accordingly. Keeping this in mind, there is no “perfect” team that can clear all the current content and needs to be fluid and dynamic to adjust to new challenges. One of the key strengths to playing a 1.82x HP / 16.4x ATK / 1.82x RCV team is your inherit tankiness and ability to stall on what would normally be dangerous floors. This grants you flexibility with subs as you may be able to grind it out instead. However, a large part of your damage multiplier is tied to using an active and it may be beneficial to try and bring a sub who has a 5 turn cooldown to more readily proc your full multiplier. When deciding if you need to bring a bind clearing sub, you need to determine the nature of the binds: is it a preemptive, are you capable of stalling it out, and is it possible to burst through the floor and thus bypass the bind? As a general rule, bind clearing subs lack damage output so it may be advisable to bring a burst oriented sub instead if the bind only occurs at certain health percentages. Furthermore, binds on your subs are usually not as important and it is only when your leaders are bound that danger arises due to losing your tankiness.
Any Arena worthy team requires both Yomi Dragon and Awoken Loki as they are the best subs for their respective roles (it is of course possible to clear without them, but your consistency dramatically declines). You also need a means to remove poison/jammer orbs and this is where Haku and Eschamali shine. Do note that Akechi is superior to Pandora (regardless of evolution) due to the synergy with and the ability to enhance dark orbs for another means to add burst damage.
teams do not require specific latents for optimal usage outside of a single monster having rainbow resists (1% of each colour) in order to avoid 100% gravity attacks. After that, you are free to latent awaken as you please, but it is always fashionable to maximize dark resist latents in order to mitigate the DQ Hera pre-emptive as well as most of the scariest monsters being dark. If you are wishing to clear Arena 1 or 2, it does not hurt to have a full fire resist on a monster to help mitigate the damage of the Kalis below 50% HP. More reading on Latents can be found HERE.
Awoken Lucifer can benefit from Skill Inheritance as his active is somewhat underwhelming. There is no perfect set up as you use SI as a means to address holes/gaps in your team and to counter various dungeon mechanics. Please refer to my Advanced Strategies post to gain a better understanding of how you can benefit from Skill Inheritance.
Awoken Lucifer teams play differently than rainbow burst teams as your damage is strongly tied to active usage. As such, you are going to have to stall periodically throughout the dungeon in order to unleash your explosive damage. You should always enter endless corridors to test your damage output (with a 1, 2, or 3 rows matched) to give yourself a relative idea of how much damage you can deal. This is important because you may need to stall on a floor to acquire 6+ dark orbs to trigger your row awakenings. Being row focused requires a different strategy for matching as it may seem “easy” at first glance. However it is quite challenging to safely manufacture multiple rows and ideally combos alongside. It will take practice in finding the best way to break up your rows because if they connect, you lose the additional bonus. This is where careful active usage and time extend comes into play as ways to ease your matching. You also need to get into the habit of checking to see if the boss is a god type in order to benefit from your god killer awakenings. Furthermore, you should always use Lucifer’s active after any orb changer as you do not wish to override a potential dark orb spawn.
In addition, you should determine your base recovery (how much healed when matching 3 heart orbs) as each subsequent combo adds 25% healing. For example, 6,000 base recovery will heal 12,000 HP when matching those 3 hearts and 4 additional combos (5 in total). You will need to stall throughout the dungeon and this information helps you determine if an active is needed. Also, try to make a tentative plan and mental note of which floors you want to use actives. This provides some guideline to your usage and helps you plan out your team composition and awakenings accordingly. When determining how much skill lock resist you should try to achieve, you need to determine how dangerous having your skills locked is. Can you stall through the binding floor without actives? If the answer is yes, you may not have to alter your subs if it hinders your performance on other floors. The same can be applied to monster binds: if the bind does not target your leaders, feel free to just stall it out instead of gimping your team with a bind clearing sub. In addition, many teams will run Yomi Dragon who has awakenings and heart generating active.
You also have to get into the mindset that you are not going to enter a descend guns blazing and sweep every floor. Stalling is key to success and is a challenge in itself. Thankfully, it is almost impossible to trigger a or connected 6 dark orb match. Therefore, just focus on healing and do not worry if dark orbs are matched as they will do very little damage.
Let me know what you use in the comments below.