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.
Pros:
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
Cons:
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
Lucifer clearing Arena 1
Many people have asked what is the ideal number of awakenings to have and it comes down to a bit of math:
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.
SUB
Single orb
changers:
Double orb
changers:
Orb/damage
enhance:
Full board
changers:
Bind clearing:
Damage
mitigation:
Gravity:
Delay:
Niche:
Orb changer
combos:
/ +
+
/ +
/ +
+
+
Skill lock
Resist :
Sample teams:
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.
Monster
Notes
Claire —
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.
Castor —- haste
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.
Anubis —- 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.
Hanzo —-
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.
Vampire —-
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.
Grisar —-
+ haste
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.
Summer Valkyrie —-
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 .
Halloween Vampire —- 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.
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Notes
Eschamali —-
+ 4 turn skyfall
10 turn CD
GH Employee: How many should we give ?
GH Boss: Yes jjj
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.
Pandora
+ or —- 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.
Persephone —- 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.
Akechi —- 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.
Hamal —- + haste
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 —-
4
4
+ haste
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.
Damage enhancing:
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.
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NOTES
Awoken Loki —-
2x ATK Dark & Light + haste
12 turn CD
Awoken Loki is hands down the strongest option for damage enhancing subs as he has amazing awakenings (most notably 2 and 2 ) and the ability to enhance your damage for 2 turns. The 2 turns is critical as it allows you to conserve actives on dangerous floors before the final boss. was my key to achieving a significantly higher Arena 1 consistency and will be found on all high end teams.
Dark Metatron —-
35% Shield
5 turn CD
Arbiter of Judgement, Metatron has one of the coolest names and artworks, but is only okay overall which is disappointing for a 6-star Godfest Exclusive. The damage reduction is mostly not needed on teams so you are essentially dealing with an orb enhance on a 5 turn cooldown. This can still be powerful when used in conjunction with other orb changers, but unfortunately, the majority of ‘s awakenings go to waste. leads already provide 6 awakenings so everyone should be ready by turn 1.
Durga —-
2x ATK God & Devil. Reset HP to 1
8 turn CD
Durga unfortunately received a buff to her leader skill with her ultimate evolution which is a shame because her viability as a sub was hurt due to only 4 awakenings. Perhaps a buff will come in the future. Regardless, will provide your team with 2x damage for one turn. Just be careful with resetting your HP to 1 if it is not the final boss floor.
Nephthys —-
1.5x ATK Dark Atr
10 turn CD
Nephthys is a cute option for damage enhancing as she combines both orb and dark attribute enhancement. Her awakenings provide a significant damage increase when actives are not used (because every orb will fall down enhanced) but will provide no additional damage when forming rows or using actives. Enhanced skyfall mechanics provide the most value for awakenings, but it may cause your team to have insufficient orb changers. Regardless, is adorable and viable damage enhance.
Akechi —- 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.
Okuninushi —- 1.5x ATK dark Atr. 1 turn delay
8 turn CD
Okuninushi does not provide any , but instead provides significant utility through his active. With both a damage enhance and delay component, you can circumnavigate dangerous bosses with perseverance. Furthermore, the double awakenings coupled with high base attack can allow you to punch through high defence bosses that exceed 300k HP.
Awoken Yomi —-
Enhance all orbs. +5s movement time
8 turn CD
Awoken Tsukuyomi provides significant utility and an amazing 3 awakenings. This is important for row based teams as it can sometimes take longer to manipulate scattered orbs into position. The provide a modest damage increase to existing orbs, but for the most part has low synergy with based teams. ‘s active enhances all existing orbs along with 5 additional seconds to move orbs. This ensures large burst damage along with a fully maximized board due to bonus movement time.
Goetia —-
3 6 turn CD
Goetia combines some dark orb generation with orb enhance on only a 6-turn cooldown. Unfortunately, the 4 have less potency on a based team and are slightly diminished by the active enhancing all dark orbs. Furthermore, a lack of may place constraints on team building.
Lu Bu —- 2.5x ATK Devil, reset Hp to 1
12 turn CD
Chaotic Flying General, Lu Bu has an awe-inspiring name along with powerful awakenings. The 2 add modest damage along with being bind immune. It can give you and extra turn in the niche situation of fire binds. However, it is his active that is of your main concern. 2.5x boost to devil types is significant considering most of your subs are devil, just be careful about resetting your HP to 1 if unable to sweep or there is a pre-emptive on the following floor. Just note the lack of as it may place constraints on team building.
Batman
—- 3x Dark ATK for 1 turn
11 turn CD
D/W Batman is a rare pull from the BatREM (Batman Collab REM) and is essentially a weaker form of Awoken Loki . This is because he provides less helpful awakenings, no haste, and only 1 turn of damage enhance. He is also near impossible to acquire so that also diminishes his value.
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.
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NOTES
Awoken Haku —-
All + haste
9 turn CD
Awoken Haku was once a critical dark sub to own due to her utility and active. Thankfully, other options have opened up, but should not diminish her value. Furthermore, her exceptionally high base recovery dramatically increases your healing potential. Even without any awakenings, can still warrant a slot on your team due to her utility and explosive combo potential with Akechi .
D/D Haku —- All 9 turn CD
D/D Haku deserves special mentioning separately from her Awoken Sister as she has more synergetic awakenings provided you can absorb the loss of , , haste, and recovery. The 2 adds significant damage. Furthermore, is an amazing sub for Awoken Pandora teams. Unfortunately, has more flexibility in terms of sub usage on other teams so be careful before investing into her D/D evolution.
Zuoh —-
All 9 turn CD
Zuoh will become a powerhouse sub with the release of his ultimate evolution which adds , , and dragon killer awakenings along with amazing artwork. His orb change is less synergetic compared to Haku, (as will not spawn hearts) and lacks haste. However, ‘s awakenings are far superior and makes a great alternative as a full baord changer. You can also yell “Unleash the Beast” to great effect when using his active.
Lumiel —- All 9 turn CD
Lumiel had more amusing artwork in her non ultimately evolved form. Regardless, is an okay option for a full board changer. Her active generates 4 orbs and almost always needs another monster to combo with to ensure sufficient dark orbs are present. Furthermore, the 3 awakenings go largely to waste on based teams and a lack of will cause strain in team building for 100% immunity.
Dark Kali —- All
7 turn CD
Blazing Goddess of Power, Kali is one of the most coveted monsters in the game and shines brightest on rainbow teams. However, can still be used on your team as a full board changer. You can combo her with any other orb changer to ensure adequate dark orbs required for a row. One unique feature is her bind immunity along with recover bind awakening. Granted ‘s active will most likely not produce enough heart orbs, but it is at least something to keep in mind.
Cauchemar —- All & 30% shield
12 turn CD
Cauchemar is a farmable monster who shares the same board change as Zuoh but with a (mostly redundant) 30% damage reduction shield included. ‘s awakenings provide no synergy to teams but is at worth least mentioning as he is farmable.
Red Sonia —- All
12 turn CD
Ronia is an old 5-star Godfest exclusive who provides an amazing full board change that should generate at least 2 dark rows. Unfortunately, ‘s awakenings are a bit lackluster along with having fire as her primary attribute. The makes little sense as her active cannot generate hearts and is not bind immune.
Bind clearing:
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 .
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NOTES
Yomi Dragon —-
4
4
+ haste
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.
Sleeping Beauty —- & 3 turns bind clear
6 turn CD
Sleeping beauty is perhaps the most readily accessible dark bind removal from the REM and has reasonably strong awakenings. On the bright side, the bind clearing active also generates heart orbs. You can use the newly created heart orbs to combo with a heart breaker for added burst damage.
Aamir —- +4k HP, 4 turn bind clear
8 turn CD
Aamir is a farmable solution to bind clearing and also comes with the added benefit of being bind immune. Unfortunately, the benefits stop there as he does not contribute to the team otherwise.
H Alraune —- 4 turn bind clear + haste
7 turn CD
Halloween Alraune is a rare pull from the Halloween REM and comes with a very helpful 2 awakenings along with bind immunity. She also provides an impressive 717 RCV and will greatly help when recovering from attacks/stalling. Unfortunately, she lacks any offensive awakenings and will mostly be used for her bind clear.
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.
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NOTES
Dark Metatron —-
35% Shield
5 turn CD
Arbiter of Judgement, Metatron has one of the coolest names and artworks, but is only okay overall which is disappointing for a 6-star Godfest Exclusive. The damage reduction is mostly not needed on teams so you are essentially dealing with an orb enhance on a 5 turn cooldown. This can still be powerful when used in conjunction with other orb changers, but unfortunately, the majority of ‘s awakenings go to waste. leads already provide 6 awakenings so everyone should be ready by turn 1.
Dark Izanami —-
35% shield for 3 turns
6 turn CD
Dark Izanami is considered one of the best farmable monsters in the game. This is largely due to the fact her shield can be max skilled to 6-turns along with dark monsters having ample access to haste. This can allow you to repeateldy chain ‘s active to essentially allow you to have a permenant 35% damage reduction. Unfortunately, on teams, you should not be needing the damage reduction nor having much benefit from the 1,500 auto heal.
Cauchemar —- All & 30% shield
12 turn CD
Cauchemar is a farmable monster who shares the same board change as Zuoh but with a (mostly redundant) 30% damage reduction shield included. ‘s awakenings provide no synergy to teams but is at worth least mentioning as he is farmable.
Gravity:
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.
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NOTES
Awoken Hades —- 25% gravity & +5s movement time
13 turn CD
Awoken Hades has the most useful awakenings of any gravity sub and the double can be used to pierce through high defence bosses that have more than 300k HP. The dual blind resist awakenings provide a 40% chance to resist blind attacks may have niche uses, but blind attacks are of less of a threat due to your augmented health pool. The 5 additional seconds to move orbs will also guarentee perfectly matched boards for maximum damage.
Zeus Stratios —-
35% Gravity
20 turn CD
Zeus Stratios is a farmable monster who provides the critical 35% gravity necessary to push Arena Kalis out of their >65% danger threshold. In addition, his 2 and high base attack can be used to pierce through high defence monsters that exceed 300k HP. Unfortunately, aside from his gravity, brings little to the party and will only be used in niche situations.
Zera —- 45% Gravity
23 turn CD
Zeus & Hera has the single largest gravity in the game at a whallopping 45%. This can allow you to bypass most perserverance abilities including Ilsix after resurrection. They also have impressive base stats along with numerous (albeit unhelpful) awakenings. Main downsides are being off colour along with a long cooldown even when max skilled.
Awoken Hera-Is —-
30% Gravity
15 turn CD
Hera-Is is the poster girl of farmable gravities but is off colour for your team. offers modest base stats, but poor awakenings as GungHo is encouraging you to ultimately evolve her into orb enhancing, 10% gravity form . Regardless, has a 30% gravity that can be easily (albeit time consumingly) max skilled to 15 turns. This can be used to easily bypass many boss mechanics as well as remove perseverance or resolve.
DQ Hera —- 30% Gravity
15 turn CD
Divine Queen Hera is one of the most feared boss encounters in Puzzle and Dragons due to her incredibly high pre-emptive damage. However, you can only harness a fraction of her dungeon power as a sub. With only 3 (mostly non helpful awakenings) she will mainly be used for her 30% gravity.
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.
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NOTES
Okuninushi —- 1.5x ATK dark Atr. 1 turn delay
8 turn CD
Okuninushi does not provide any , but instead provides significant utility through his active. With both a damage enhance and delay component, you can circumnavigate dangerous bosses with perseverance. Furthermore, the double awakenings coupled with high base attack can allow you to punch through high defence bosses that exceed 300k HP.
Batman —-
2 turn delay
9 turn CD
D/L Batman is the only devil delay monster and is a rare pull from the BatREM or Batman Collab REM. His awakenings are a somewhat strange considering he has only a 50% chance for bind immunity. Regardless, the and add a modest amount of damage, but his main selling point will still be his 2 turn delay.
Niche / situational subs:
These subs have harder to define roles, but may come in handy under the right situation.
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NOTES
Zaerog Infinity —- 3 turn dark skyfall + haste
7 turn CD
Zaerog Infinity was once heralded as a super star monster upon his initial release. Sadly his star has somewhat fallen as his active, albeit powerful, is not as instrumental as orb changers for more dark teams, especially those focusing on rows . However, ‘s base stats and awakenings are very powerful. You can use his skyfall mechanic to override the appearance of other orbs which can be invaluable under the right situation.
It would be incredibly rare you would need to bring Lilith as your 2 leaders should posses enough true damage to handle the dungeon; however, if you want to conserve their actives through a farmable monster, is your answer. Furthermore, the 1.5x boost to devil types may help provide a small amount of damage provided the majority of your team is devils.
Chester —-
10% Gravity +
8 turn CD
Chester is an interesting monster as he brings an amazing 3 awakenings. This allows for the most sub flexibility as your 2 leaders and provide 100% immunity. Furthermore, the ability to convert jammers and poison to hearts can be valuable under the right scenario as you can combo with a heartbreaker for higher burst.
Controlled damage versus Awoken Sopdet
Team Building:
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.
Arena 1
Arena 2
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.
Latent Setup:
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.
Surviving DQ Hera pre-emptive
Inheritance Options:
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.
Base
Active
Awoken Lucifer
150k True Damage
Spawn 3 dark orbs
8 turn CD
Inheritance Options
(if you run Pandora )
Notes
Awoken Lucifer is a powerful leader, but for the most part has a lacklustre active. All the board change actives are logical choices and Haku is mentioned due to the synergistic pairing with Akechi who is most likely a sub. This also allows you to drop Haku from your team roster if you own someone like Eschamali as a means to counter poison. If you already run Haku as a sub, Satsuki is a great pairing due to the opportunity to form a 2/3 dark board.
Dungeon Playstyle:
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.
Incredible burst potential
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.
107 thoughts on “Awoken Lucifer Team Building and Discussion Guide”
Great post! I got Awoken Lucifer recently and do plan to use him. I already have a team for him, but this definitely gives me more insight on team building.
Sorry for being so picky, but I did notice that you didn’t mention Lubu as a potential Damage enhancer. He exceeds all the other damage enhancers on your list with 2.5x (though in my opinion Loki is still better due to his active lasting two turns and the double SBR), and his suicide active is easily fixed with Lucifer’s RCV multiplier. He also contributes two dark rows, along with unbindability for good measure. Also not to mention that the 3K gods are an old pantheon, and are in due time for new UEvos, (I expect by the end of the year). I can’t blame you for dismissing him though, he is very old.
Also (this is just a random thought), because of Zuoh’s soon to come dragon killer awakening, I wouldn’t be surprised if an Awoken Lucifer team could one shot BOTH Kalis in Arena.
Finally, I’m not experienced in using Awoken Lucifer, so could you help me out with my team?
The team is: A.Luci/Lubu/Pandora/Zuoh/YomiDragon/A.Luci
You are not the first person to comment about Lu Bu being overlooked =P I am not sure how I missed him but will add in ASAP as he is quite powerful.
Even with Zuoh Ult evo, you will still be very hard pressed to one shot Arena Dkali. You have to overcome 60+ million HP and even with an extra sub dealing 3-4M more damage you will most likely fall short outside of a perfect 3 row board / many dark skyfalls. I’ve one shot Light Kali a few times, but its ONLY 30M hp…
Your team is quite powerful, especially with ult Zuoh as he has synergy with Pandora. That team can certainly clear Arena 1, but will need some luck on the end floors due to Lubu resetting HP and possibly a hard time on floor 19. If you had Loki, swap for Lubu. For non Arena content you should be quite safe =)
That’s hard to say as I am far from an ideal Pandora team. I will be writing a Pandora guide in the near future and will do more research then. But for now, Pandora has the advantage of 25x damage and a better active (albeit true damage is helpful in Arena 2) but less durability (which shouldn’t be a real issue)
For now, both teams can clear Arena 2 with ideal subs
Damage mitigation is really not needed and you would be mostly using her for the awakenings. Arguably better than Diza, but you are still bringing a sub without a helpful active.
5 orb enhances is helpful, but has diminishing returns on teams who are active/row reliant as you are most likely not bringing any enhanced skyfall actives. Also, damage mitigation is near pointless on Lucifer teams and bringing a sub just for less than ideal awakenings is not wise.
RE: row awakenings vs combos, you need more than 3 row awakenings to make a row worth it over 2 separate match 3s, because in addition to the 25% bonus you also made two combos which hit separately, so 2x damage.
If you really want to get nuanced, you also have to consider that it’s easier to make more combos with 2 separate dark combos, but also that the benefit of each additional combo decreases as the total number increases. Practically speaking, you need 6-8 row enhances to make rows worth it over separate combos.
Yeah the number damage threshold is 3 rows, but that does not take into consideration the ease in which you can make additional combos without rows. Thankfully, Lucifer leads already bring 6 and they must make a connected 6 to trigger their damage
No, the number damage threshold isn’t 3 rows, that’s what I’m saying. Even if you don’t consider how easy/hard it is to fit in additional combos, you need more than 3 row enhances to justify making a row over 2 separate combos.
You’re forgetting the bonus for having more than 3 connected orbs, which is .25 per additional orb, and you’re also forgetting that 2 dark combos hits twice.
The simplest correct calculation is:
1 row = 1.75x for having 6 connected orbs * 1.Nx where N is the number of row enhances
2 dark combos = 1.25x for having 2 combos * 2x number of dark combos
So you want to find N where 1.75*1.N > 2.5, which is 4.2. This is why the conventional wisdom is that you need 5 row enhances on the team to make it worthwhile to go for rows over combos.
If you factor in the increased difficulty of making additional combos around a row, then the breakeven point is higher, 6-8 row enhances depending on your player skill.
Ah you are correct in that I overlooked the 1.75x damage for connected 6 orbs vs 2x for 2 separate matches. (seems odd how the same number of dark orbs matched results in different amounts of base damage)
No Henry, this is a team building guide and analysis of all the subs along with commentary on the playstyle and strategies used as a whole. However, Luci, Eschamali, Akechi, Yomi Dragon, Awoken Loki, Lucifer is a capable team of tackling Arena 2
Thank you Mantastic, I have two more questions.
1) I already have ALuci,Apandora, Akechi, I’m looking for A Haku or Loki, I have 300k Mp to buy yomi dra, this team is capable to beat arena 2?
2) Now that new Mp dragons are comming, and Yomi dra is lowering its rate, should I save those MP’s for later and buy other usefull unit?
You also need to have a way to remove poison/jammers so you will need Haku
To dramatically increase your chances of Arena 2, you need to have a Yomi Dragon
Your team would look like Luci, Haku, Akechi, Yomi Dragon, Loki, Friend Luci
This will still need full hypermax and as many latents as possible and may still fail as Arena 2 is much harder. Have you cleared Arena 1 before?
Yomi Dragon will always remain an amazing choice for dark teams due to their utility and will most likely not be overshadowed by a new MP dragon for their role.
Thank you for this guide and the excellent analysis! AALuci is probably my favorite team to play at the moment but I’ve been dragging my feet tackling Arena 2 because my skill as a player isn’t all that yet (I really need to get better at making combos). My team is pretty solid, but hearing the why’s behind why one sub is great for situation a and less so for situation b helps me a lot. As always – appreciate your blog and contribution to the community.
Awesome guide. Ty!
Question- I just rolled a luci and eschmali, so I think I’ll start on this team. I have MP for yomi when she comes back up along with a loki I’ve had forever. I don’t have akechi or pandora…what card should I use here instead? I have plenty of orb changers- haku’s, castor, hamal. Also a nephthys and batman.
Your team of Lucifer lead, Eschamali, Yomi Dragon, Loki, flex is quite powerful already and is capable of tackling arena 1 and high end content. Hamal may be your best bet from the listed subs as they provide a double orb change which almost guarantees 2 dark rows. Which Batman do you have?
With the new UEvo, Typhon should be mentioned as bind clearing. His active skill is likely to create 6 heart orbs. In addition, Shadow Dragon Knight might be mentioned as bind clearing as well, his stat is low though, but easy to skill up his active skill.
Typhon is neither God nor Devil type (which is his biggest drawback) so he will not benefit from the full LS on Lucifer teams. Same applies to shadow dragon knight so unless you are desperate, the other options listed will provide more than just a simple bind clear
Not the best due to his active being relatively weak. Subs should be chosen for their actives and utility they bring to the team. You don’t need more skill boosts (as his main utility). Its also quite an expensive investment to make a second Awoken Lucifer in terms of materials, tamas, and badpy so I would strongly suggest you do not
I’ve currently got Yomidra, Awoken Loki and Lucifer, but no reliable way to remove poison orbs short of Ronia. Do I just roll in hopes of getting Haku?
Should post this here I guess. Got Escha so I am thinking of running Lucifer, Pandora (UUvo one since she has eggs and my awoken doesn’t), Claire, Loki and Eschamali. Should alleviate my biggest issue with Lucifer which is not enough quick Dark orbs.
Would a second Lucifer with a different Ult. Evo be a good sub? With a 4 turn cooldown I figured you can give this one a board change active such as A. Karin’s (good with Pandora) that’ll be up in 13 turns. Also giving Awo. Luci Satsuki’s active would have that up in 15 turns, meaning the two could be used almost back to back for a perfect board.
That is a valid point; however, you still need to skill up the sub lucifer. You may have better options even though he is relatively easy to skill up provided its an easy weekday material.
It’s mostly a lot of effort, but if it is your best option you can utilize it.
You also need to think is that single killer awakening worth it?
Yes Oku is a great stand-in for Loki as a damage enhancement and wonderful way to side skirt around resolve such as Hino. Granted it makes your floor 19 harder, but can make others easier.
Well Vritra has amazing awakenings along with a 2x dark enhancement active. So comparing to Lu Bu (who has a new evolution that is soon to be released), Vritra has better awakenings and thus passive damage, but the burst potential is much lower with their active.
Also, if you are abusing Lu Bu’s bind immunity for pseudo bind clearing, he cannot be dropped and you should not run both Vritra and Lu Bu
I recently got luci and I’m thinking of running him as my arena 1 team. My proposed team would be luci/eschamali/ahaku/akechi/bind clear. I know i’ll need bind clear, but is yomidra strictly necessary? While I do have 300k MP, I’m light-IAP, so the thought of spending all that MP on a bind clear sub rubs me the wrong way.
Alternatively, I have sleeping beauty, but he stats kinda suck. Another option I’ve been kicking around is using awoken anubis with sleeping beauty’s skill inherited. I also have pandora, but as you mentioned, she’s bindable.
Do you think a team of luci/escha/ahaku/akechi/a.anubis(sleeping beauty) is clear arena at a decent rate?
You may be better served with Sleeping Beauty with a more powerful active (aka damage boost) inherited. You only need the bind clear on floors 1-16 (you should not be bound afterwards) and can have her at the ready and will instead have a massive nuke at the end instead of a bind clear. Without a dmg boost like Loki/Freyja etc, you run the risk of a challenging floor 19 and dark Kali.
If you went with the Anubis route, you don’t have a useful active unless you keep dumping the skill to prevent it switching to a bind clear when you need to burst the final floors.
luci, escha, ahaku, akechi, and sleeping beauty (with a damage enhancer inherited) would have more consistency imo as you run the risk of not enough dmg in the later floors. I know Haku/Akechi is powerful, but that’s only 1 turn of burst and idk your teams +egg investment and you still need to hit 20M dmg on dark kali to break 65%
Keep in mind you would want to find an active for Lucifer (and your friend) that is either the damage enhancement or orb changers that have synergy and help fill in gaps you find (I can foresee an issue with heart orb generation as I run 2 heart makers).
Of course, it will take some practice to clear, but that team should be reasonably consistent and will only improve with practice and finding the right SI for lucifer
Interesting. The good news is, I have plenty of inherits to choose from for Luci- dupe pandora, satsuki, castor, cecil, dupe haku (leaning toward satsuki), so that will be easy to take care of. I plan to hypermax my entire area team, which is why I want to be sure who goes on it before I start plussing (i already have 2 or 3 +297’s lying around)
The bad news is damage enhancement, for which I have… just lubu, I think, who isn’t ideal. He is workable though, so I’ll go with him. guess im looking at luci(satsuki)/eschamali/ahaku/akechi/sleeping beauty(lu bu). Finally, is there a broad class of inheritable abilities I should look at for the other three (i.e. single orb changer, heart maker, etc.)?
You can always find a friend Lucifer with the damage enhancement inherited (ie a Norse God). Otherwise your team looks solid, but I would caution using Lu Bu as the reset to 1 hurts your recovery as you will probably need to use more than once per Arena run.
I like the Satsuki as it can combo with Haku and is another way to deal with Grisar.
As to broad class of orb changers, you just have to go through your own box. There are too many to list
I dont know what to inherit on Lucifer, Akechi and Zuoh.
Options i have are: Satsuki, A.Haku, 2nd Akechi, A.Loki, Nephthys, Persephone, Okuniunshi, Anubis, Hamal, UUUevo Pandora,
First off, you do not need to SI everyone of your cards. Just do your Lucifer and subs as required.
Taking a closer look at your team, It looks solid (base subs) and the Ame bind clear is helpful as it does improve your RCV. My main concern is Lubu would be stuck on a bind clear and you need another source of damage enhancement. As such, you need to have one on yours or friends lucifer. You can inherit A Loki or Satsuki onto your Lucifer and pair with a friend with the other style of active.Pandora does not need a Zuoh active inherited. She already has a great one and you don’t want to be stuck with 2 Zuohs and no way to combo off of.
There are a few monsters I’d like to hear your thoughts on (not mentioned in guide unless I’m blind e_e).
CyberDragon Diadem – Similar awakening to Y.Dragon creates top dark row and skill haste
Black Mage, Shantotto – 4 dark row and creates top dark row and bottom green row (combo with wood->dark changer)
Diadem is helpful, but does not generate heart orbs to take advantage of the bind recover. Also has low base stats and no SBR so use with caution.
Shantotto has 4 wonderful dark rows, but you need to build around the lack of utility and somewhat forced to run Pandora or Eschamali to convert the wood orbs.
Feel free to use either if you can work around their shortcomings =)
First, let me say that this guide is my A. Lucifer Bible. This guide (as well as your A. Lucifer Arena 1 clear post) is the reason I transitioned to this team. Thank you very much for writing the detailed setup. I extraordinarily appreciate it.
My current team is A. Luci / A. Haku / Burst / YomiDra / Akechi / F.
That being said, I am currently short an optimal burst sub for my A. Lucifer team. It looks as though the Norse/Samurai half of the June Bride Godfest (July 1st) MAY coincide with the first day of a Midnight Gala, slightly increasing the odds of acquiring a Loki.
However, I have 2 Vritra’s in my box. I noticed that the newly-released A. Vritra ALSO offers a 2x burst to Dark types on a cool-down that is 4 turns faster than A. Loki’s. A. Loki and A. Vritra have similar enough weighted stats according PADX, with Vritra being more offensively-focused and Loki offering more utility.
I’m not close to having this team ready for Arena 1. I literally just Penta’d my Awoken Lucifer yesterday. I’d be perfectly fine waiting a few months for A. Vritra to make the journey overseas to NA servers, and then use A. Vritra as my burst sub on the team from that point forwards.
That all being said, I do not mind dropping cash for this upcoming Godfest if a Loki is absolutely necessary for Arena 1/2 clears.
If the Norse half of the Godfest coincides with a Midnight Gala, should I attempt to roll a Loki? Even if it is not a Midnight Gala, the Godfest is still advantageous for my box overall. In that case, should I still roll, with Loki taking the highest priority?
Sorry for the long post, but thank you very much in advance!
Your team line up looks solid as your Haku+Akechi Burst should be sufficient for nearly all the content. Furthermore, bringing a burst sub is not as needed as it used to be due to Skill Inheritance. I dropped my own Loki from my team and paired with my Mom’s Lucifer who has Awoken Freyja inherited. This allowed me to put in Claire who has much more favourable stats and a quick charging active. Thus, I would say you do not need to pursue Loki (or even wait for Vritra) as you can piggyback off a friend instead. In that burst place I would suggest you use a heart/dark orb maker or a quick casting active.
Again, your feedback has been extremely helpful. It helps a great deal! I’m just at a loss as to which monster I should use.
For quick orb-changers, I have Hanzo, Goetia, Sleeping Beauty, Vampire, and Jester Dragon, Drawn Joker.
In the slightly-longer orb-changing department, I have a second Akechi, Regular Pandora, Beach Pandora, Zuoh, Gryps Rider, Hamal, and every flavor of Ronia.
I’m pretty sure that I’d like another heart-maker on the team, which leaves me with Sleeping Beauty, JDDJ, Akekchi, or Pandora.
What do you think I should use for the final slot?
On a separate note, I COMPLETELY spaced on the fact that I have one I&I in my box from the PC Godfest. I even picked up the Aegir for them earlier in the week. Would it be a good idea to inherit I&I onto my Lucifer? Other options are Ronia Another/Blonia, Apoc, Satsuki, or Akechi #2.
I really appreciate your patience with me as well. Hopefully I’m not bugging you! I look forward to your response and advice. Thank you once again!
Of the listed options for quick orb changers, Hanzo would be the best and most synergistic due to the potential to combo with Haku should Akechi be already used.
Akechi’s active is by far the strongest of those you listed and is amazing for inheritance as his own form is quite weak. Uuevo Pandora has the best stats of all the listed cards there.
Inheriting either I&I, Satsuki, or Akechi is a great choice and your decision should be based off of what your friends run
Great post! I got Awoken Lucifer recently and do plan to use him. I already have a team for him, but this definitely gives me more insight on team building.
Sorry for being so picky, but I did notice that you didn’t mention Lubu as a potential Damage enhancer. He exceeds all the other damage enhancers on your list with 2.5x (though in my opinion Loki is still better due to his active lasting two turns and the double SBR), and his suicide active is easily fixed with Lucifer’s RCV multiplier. He also contributes two dark rows, along with unbindability for good measure. Also not to mention that the 3K gods are an old pantheon, and are in due time for new UEvos, (I expect by the end of the year). I can’t blame you for dismissing him though, he is very old.
Also (this is just a random thought), because of Zuoh’s soon to come dragon killer awakening, I wouldn’t be surprised if an Awoken Lucifer team could one shot BOTH Kalis in Arena.
Finally, I’m not experienced in using Awoken Lucifer, so could you help me out with my team?
The team is: A.Luci/Lubu/Pandora/Zuoh/YomiDragon/A.Luci
Thanks!
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You are not the first person to comment about Lu Bu being overlooked =P I am not sure how I missed him but will add in ASAP as he is quite powerful.
Even with Zuoh Ult evo, you will still be very hard pressed to one shot Arena Dkali. You have to overcome 60+ million HP and even with an extra sub dealing 3-4M more damage you will most likely fall short outside of a perfect 3 row board / many dark skyfalls. I’ve one shot Light Kali a few times, but its ONLY 30M hp…
Your team is quite powerful, especially with ult Zuoh as he has synergy with Pandora. That team can certainly clear Arena 1, but will need some luck on the end floors due to Lubu resetting HP and possibly a hard time on floor 19. If you had Loki, swap for Lubu. For non Arena content you should be quite safe =)
Thanks again for the feedback!
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Is lucifer superior to A Pandora in arena 2?
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That’s hard to say as I am far from an ideal Pandora team. I will be writing a Pandora guide in the near future and will do more research then. But for now, Pandora has the advantage of 25x damage and a better active (albeit true damage is helpful in Arena 2) but less durability (which shouldn’t be a real issue)
For now, both teams can clear Arena 2 with ideal subs
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Did you want to mention Halloween vamp? He has SBR and a row 🙂 Also, Gryps can be skilled up in Taiko no Tatsujin, which is much more accessible now.
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I forgot about Halloween Vamp! Yes he would be a good choice and will add in shortly =)
Yes Gryps is at least more feasible, but still a bother and is not the best card mainly because his active is 7 turns for a heart breaker
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For damage mitigation, did you consider h.iza?
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Damage mitigation is really not needed and you would be mostly using her for the awakenings. Arguably better than Diza, but you are still bringing a sub without a helpful active.
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For damage mitigation, could halloween izanami be used? Her 5 dark orb enhance awakening could be useful too.
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5 orb enhances is helpful, but has diminishing returns on teams who are active/row reliant as you are most likely not bringing any enhanced skyfall actives. Also, damage mitigation is near pointless on Lucifer teams and bringing a sub just for less than ideal awakenings is not wise.
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RE: row awakenings vs combos, you need more than 3 row awakenings to make a row worth it over 2 separate match 3s, because in addition to the 25% bonus you also made two combos which hit separately, so 2x damage.
If you really want to get nuanced, you also have to consider that it’s easier to make more combos with 2 separate dark combos, but also that the benefit of each additional combo decreases as the total number increases. Practically speaking, you need 6-8 row enhances to make rows worth it over separate combos.
I do a full analysis here: https://mischiefy1pad.wordpress.com/2016/01/09/awoken-archdemon-addendum/
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Yeah the number damage threshold is 3 rows, but that does not take into consideration the ease in which you can make additional combos without rows. Thankfully, Lucifer leads already bring 6 and they must make a connected 6 to trigger their damage
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No, the number damage threshold isn’t 3 rows, that’s what I’m saying. Even if you don’t consider how easy/hard it is to fit in additional combos, you need more than 3 row enhances to justify making a row over 2 separate combos.
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I am a bit confused (and I did read your article)
1 row = 6 dark orbs = 2 dark combos
Each additional combo adds 25% damage
Each row adds 10% (3 = 30%)
Thus 3 row enhances is all you need to exceed 2 combos
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You’re forgetting the bonus for having more than 3 connected orbs, which is .25 per additional orb, and you’re also forgetting that 2 dark combos hits twice.
The simplest correct calculation is:
1 row = 1.75x for having 6 connected orbs * 1.Nx where N is the number of row enhances
2 dark combos = 1.25x for having 2 combos * 2x number of dark combos
So you want to find N where 1.75*1.N > 2.5, which is 4.2. This is why the conventional wisdom is that you need 5 row enhances on the team to make it worthwhile to go for rows over combos.
If you factor in the increased difficulty of making additional combos around a row, then the breakeven point is higher, 6-8 row enhances depending on your player skill.
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Ah you are correct in that I overlooked the 1.75x damage for connected 6 orbs vs 2x for 2 separate matches. (seems odd how the same number of dark orbs matched results in different amounts of base damage)
Thanks for the clarification!
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There’s also Cecil who can make a dark, light, heal board who can combine well with Grisar.
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Yup! Cecil is quite a powerful new card we can utilize on either Pandora or Lucifer teams =)
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Mantastic, is this guide for arena 2 right?
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No Henry, this is a team building guide and analysis of all the subs along with commentary on the playstyle and strategies used as a whole. However, Luci, Eschamali, Akechi, Yomi Dragon, Awoken Loki, Lucifer is a capable team of tackling Arena 2
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Thank you Mantastic, I have two more questions.
1) I already have ALuci,Apandora, Akechi, I’m looking for A Haku or Loki, I have 300k Mp to buy yomi dra, this team is capable to beat arena 2?
2) Now that new Mp dragons are comming, and Yomi dra is lowering its rate, should I save those MP’s for later and buy other usefull unit?
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You need Loki for Arena (1 or 2)
You also need to have a way to remove poison/jammers so you will need Haku
To dramatically increase your chances of Arena 2, you need to have a Yomi Dragon
Your team would look like Luci, Haku, Akechi, Yomi Dragon, Loki, Friend Luci
This will still need full hypermax and as many latents as possible and may still fail as Arena 2 is much harder. Have you cleared Arena 1 before?
Yomi Dragon will always remain an amazing choice for dark teams due to their utility and will most likely not be overshadowed by a new MP dragon for their role.
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I have a Lucifer and two Pandora, and no Akechi, Loki, Haku, Okuninushi, or YomiDragon. Sad life is sad T^T
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Well 2 Pandoras make powerful subs on Lucifer teams! You probably have 2 other dark things lying around and can easily form a strong and capable team.
Also, don’t let your dreams be dreams. PreDRA Infestation today 😉
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Thank you for this guide and the excellent analysis! AALuci is probably my favorite team to play at the moment but I’ve been dragging my feet tackling Arena 2 because my skill as a player isn’t all that yet (I really need to get better at making combos). My team is pretty solid, but hearing the why’s behind why one sub is great for situation a and less so for situation b helps me a lot. As always – appreciate your blog and contribution to the community.
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Thank you for the kind words and encouragement =D
Glad I can be of help and hopefully you will tackle Arena 2 in no time!
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Awesome guide. Ty!
Question- I just rolled a luci and eschmali, so I think I’ll start on this team. I have MP for yomi when she comes back up along with a loki I’ve had forever. I don’t have akechi or pandora…what card should I use here instead? I have plenty of orb changers- haku’s, castor, hamal. Also a nephthys and batman.
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Your team of Lucifer lead, Eschamali, Yomi Dragon, Loki, flex is quite powerful already and is capable of tackling arena 1 and high end content. Hamal may be your best bet from the listed subs as they provide a double orb change which almost guarantees 2 dark rows. Which Batman do you have?
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With the new UEvo, Typhon should be mentioned as bind clearing. His active skill is likely to create 6 heart orbs. In addition, Shadow Dragon Knight might be mentioned as bind clearing as well, his stat is low though, but easy to skill up his active skill.
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Typhon is neither God nor Devil type (which is his biggest drawback) so he will not benefit from the full LS on Lucifer teams. Same applies to shadow dragon knight so unless you are desperate, the other options listed will provide more than just a simple bind clear
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Awoken Lucifer as his own sub, is that a thing? I’ve got pretty much nothing else viable.
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Not the best due to his active being relatively weak. Subs should be chosen for their actives and utility they bring to the team. You don’t need more skill boosts (as his main utility). Its also quite an expensive investment to make a second Awoken Lucifer in terms of materials, tamas, and badpy so I would strongly suggest you do not
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I’ve currently got Yomidra, Awoken Loki and Lucifer, but no reliable way to remove poison orbs short of Ronia. Do I just roll in hopes of getting Haku?
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Should post this here I guess. Got Escha so I am thinking of running Lucifer, Pandora (UUvo one since she has eggs and my awoken doesn’t), Claire, Loki and Eschamali. Should alleviate my biggest issue with Lucifer which is not enough quick Dark orbs.
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Thats a potent team and only hinderance is a vulnerability to binds as there is no Yomi Dragon. Pandora can deal with them, but she can be bound.
Swapping Claire for Yomi D and you have a team capable of Arena 1
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Would a second Lucifer with a different Ult. Evo be a good sub? With a 4 turn cooldown I figured you can give this one a board change active such as A. Karin’s (good with Pandora) that’ll be up in 13 turns. Also giving Awo. Luci Satsuki’s active would have that up in 15 turns, meaning the two could be used almost back to back for a perfect board.
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That is a valid point; however, you still need to skill up the sub lucifer. You may have better options even though he is relatively easy to skill up provided its an easy weekday material.
It’s mostly a lot of effort, but if it is your best option you can utilize it.
You also need to think is that single killer awakening worth it?
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What about DB Okuni? I’ve used him for delay and enhance to clear Arena 1. Might be an alternative to Loki.
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Yes Oku is a great stand-in for Loki as a damage enhancement and wonderful way to side skirt around resolve such as Hino. Granted it makes your floor 19 harder, but can make others easier.
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There is also Cecil who can give you a Apoc like board. Handy to pair with Grisar.
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Yup! Cecil is quite a new and powerful addition to dark row teams due to the easy synergy with Grisar and any heart breaker
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sorry to bring up an old post, but how exciting is Awoken Vitra for Lucifer?
I’m building my Luci team with a LuBu with Isis inherited because he is what I have for the bind clearing. (maybe Anubis, I’ll play around.)
But would LuBu into Vitra into a good board be infeasible? It seems like it would be crazy effective in my novice mind.
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Well Vritra has amazing awakenings along with a 2x dark enhancement active. So comparing to Lu Bu (who has a new evolution that is soon to be released), Vritra has better awakenings and thus passive damage, but the burst potential is much lower with their active.
Also, if you are abusing Lu Bu’s bind immunity for pseudo bind clearing, he cannot be dropped and you should not run both Vritra and Lu Bu
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Nice post.
I recently got luci and I’m thinking of running him as my arena 1 team. My proposed team would be luci/eschamali/ahaku/akechi/bind clear. I know i’ll need bind clear, but is yomidra strictly necessary? While I do have 300k MP, I’m light-IAP, so the thought of spending all that MP on a bind clear sub rubs me the wrong way.
Alternatively, I have sleeping beauty, but he stats kinda suck. Another option I’ve been kicking around is using awoken anubis with sleeping beauty’s skill inherited. I also have pandora, but as you mentioned, she’s bindable.
Do you think a team of luci/escha/ahaku/akechi/a.anubis(sleeping beauty) is clear arena at a decent rate?
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You may be better served with Sleeping Beauty with a more powerful active (aka damage boost) inherited. You only need the bind clear on floors 1-16 (you should not be bound afterwards) and can have her at the ready and will instead have a massive nuke at the end instead of a bind clear. Without a dmg boost like Loki/Freyja etc, you run the risk of a challenging floor 19 and dark Kali.
If you went with the Anubis route, you don’t have a useful active unless you keep dumping the skill to prevent it switching to a bind clear when you need to burst the final floors.
luci, escha, ahaku, akechi, and sleeping beauty (with a damage enhancer inherited) would have more consistency imo as you run the risk of not enough dmg in the later floors. I know Haku/Akechi is powerful, but that’s only 1 turn of burst and idk your teams +egg investment and you still need to hit 20M dmg on dark kali to break 65%
Keep in mind you would want to find an active for Lucifer (and your friend) that is either the damage enhancement or orb changers that have synergy and help fill in gaps you find (I can foresee an issue with heart orb generation as I run 2 heart makers).
Of course, it will take some practice to clear, but that team should be reasonably consistent and will only improve with practice and finding the right SI for lucifer
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Interesting. The good news is, I have plenty of inherits to choose from for Luci- dupe pandora, satsuki, castor, cecil, dupe haku (leaning toward satsuki), so that will be easy to take care of. I plan to hypermax my entire area team, which is why I want to be sure who goes on it before I start plussing (i already have 2 or 3 +297’s lying around)
The bad news is damage enhancement, for which I have… just lubu, I think, who isn’t ideal. He is workable though, so I’ll go with him. guess im looking at luci(satsuki)/eschamali/ahaku/akechi/sleeping beauty(lu bu). Finally, is there a broad class of inheritable abilities I should look at for the other three (i.e. single orb changer, heart maker, etc.)?
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You can always find a friend Lucifer with the damage enhancement inherited (ie a Norse God). Otherwise your team looks solid, but I would caution using Lu Bu as the reset to 1 hurts your recovery as you will probably need to use more than once per Arena run.
I like the Satsuki as it can combo with Haku and is another way to deal with Grisar.
As to broad class of orb changers, you just have to go through your own box. There are too many to list
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Hello,
iam in the same situation like JK building a arena 1 Luci Team.
My Team so far:
FA Luci (SI: nothing yet)
A.Pandora (SI: Zuoh)
Akechi (SI: nothing yet)
Zuoh (SI: nothing yet)
Lubu (SI: Ame no Uzume) Bind Clearer
I dont know what to inherit on Lucifer, Akechi and Zuoh.
Options i have are: Satsuki, A.Haku, 2nd Akechi, A.Loki, Nephthys, Persephone, Okuniunshi, Anubis, Hamal, UUUevo Pandora,
Thx in Advance
& keep up the good work on your Blog/Youtube =)
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Hello marcello!
First off, you do not need to SI everyone of your cards. Just do your Lucifer and subs as required.
Taking a closer look at your team, It looks solid (base subs) and the Ame bind clear is helpful as it does improve your RCV. My main concern is Lubu would be stuck on a bind clear and you need another source of damage enhancement. As such, you need to have one on yours or friends lucifer. You can inherit A Loki or Satsuki onto your Lucifer and pair with a friend with the other style of active.Pandora does not need a Zuoh active inherited. She already has a great one and you don’t want to be stuck with 2 Zuohs and no way to combo off of.
Hope this helps =)
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There are a few monsters I’d like to hear your thoughts on (not mentioned in guide unless I’m blind e_e).
CyberDragon Diadem – Similar awakening to Y.Dragon creates top dark row and skill haste
Black Mage, Shantotto – 4 dark row and creates top dark row and bottom green row (combo with wood->dark changer)
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Diadem is helpful, but does not generate heart orbs to take advantage of the bind recover. Also has low base stats and no SBR so use with caution.
Shantotto has 4 wonderful dark rows, but you need to build around the lack of utility and somewhat forced to run Pandora or Eschamali to convert the wood orbs.
Feel free to use either if you can work around their shortcomings =)
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Mantastic,
First, let me say that this guide is my A. Lucifer Bible. This guide (as well as your A. Lucifer Arena 1 clear post) is the reason I transitioned to this team. Thank you very much for writing the detailed setup. I extraordinarily appreciate it.
My current team is A. Luci / A. Haku / Burst / YomiDra / Akechi / F.
That being said, I am currently short an optimal burst sub for my A. Lucifer team. It looks as though the Norse/Samurai half of the June Bride Godfest (July 1st) MAY coincide with the first day of a Midnight Gala, slightly increasing the odds of acquiring a Loki.
However, I have 2 Vritra’s in my box. I noticed that the newly-released A. Vritra ALSO offers a 2x burst to Dark types on a cool-down that is 4 turns faster than A. Loki’s. A. Loki and A. Vritra have similar enough weighted stats according PADX, with Vritra being more offensively-focused and Loki offering more utility.
I’m not close to having this team ready for Arena 1. I literally just Penta’d my Awoken Lucifer yesterday. I’d be perfectly fine waiting a few months for A. Vritra to make the journey overseas to NA servers, and then use A. Vritra as my burst sub on the team from that point forwards.
That all being said, I do not mind dropping cash for this upcoming Godfest if a Loki is absolutely necessary for Arena 1/2 clears.
If the Norse half of the Godfest coincides with a Midnight Gala, should I attempt to roll a Loki? Even if it is not a Midnight Gala, the Godfest is still advantageous for my box overall. In that case, should I still roll, with Loki taking the highest priority?
Sorry for the long post, but thank you very much in advance!
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EDIT: NA June Bride Godfest tomorrow DOES coincide with the Midnight Gala. PAD Facebook announced that shortly after I posted this question
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Thank you for the kind words and encouragement =D
Your team line up looks solid as your Haku+Akechi Burst should be sufficient for nearly all the content. Furthermore, bringing a burst sub is not as needed as it used to be due to Skill Inheritance. I dropped my own Loki from my team and paired with my Mom’s Lucifer who has Awoken Freyja inherited. This allowed me to put in Claire who has much more favourable stats and a quick charging active. Thus, I would say you do not need to pursue Loki (or even wait for Vritra) as you can piggyback off a friend instead. In that burst place I would suggest you use a heart/dark orb maker or a quick casting active.
Hope this helps =)
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Again, your feedback has been extremely helpful. It helps a great deal! I’m just at a loss as to which monster I should use.
For quick orb-changers, I have Hanzo, Goetia, Sleeping Beauty, Vampire, and Jester Dragon, Drawn Joker.
In the slightly-longer orb-changing department, I have a second Akechi, Regular Pandora, Beach Pandora, Zuoh, Gryps Rider, Hamal, and every flavor of Ronia.
I’m pretty sure that I’d like another heart-maker on the team, which leaves me with Sleeping Beauty, JDDJ, Akekchi, or Pandora.
What do you think I should use for the final slot?
On a separate note, I COMPLETELY spaced on the fact that I have one I&I in my box from the PC Godfest. I even picked up the Aegir for them earlier in the week. Would it be a good idea to inherit I&I onto my Lucifer? Other options are Ronia Another/Blonia, Apoc, Satsuki, or Akechi #2.
I really appreciate your patience with me as well. Hopefully I’m not bugging you! I look forward to your response and advice. Thank you once again!
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Of the listed options for quick orb changers, Hanzo would be the best and most synergistic due to the potential to combo with Haku should Akechi be already used.
Akechi’s active is by far the strongest of those you listed and is amazing for inheritance as his own form is quite weak. Uuevo Pandora has the best stats of all the listed cards there.
Inheriting either I&I, Satsuki, or Akechi is a great choice and your decision should be based off of what your friends run
Feel free to keep asking questions =)
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