The 10 Million Downloads Godfest comes on the eve before the Final Fantasy Collab and gives players a tough decision on where to spend their stones. To complicate matters further, a Player’s Choice Godfest should be in the near future and will most likely feature the most coveted monsters. However, the 10M Downloads Godfest features some powerful monsters that will come out with +10 to each stat and coincides with the highly favoured Midnight Gala.
When making the decision to roll or save your magic stones, you need to determine if the featured pantheons can benefit or compliment your teams. Chasing for one specific monster is unwise as you will most likely be disappointed and should ideally have Godfests that overlap with many target cards. Remember all monsters that come out of the REM will qualify for Skill Inheritance so do not be too hasty when selling dupes. For a more detailed team building help, please refer to my full list Popular Leader’s and their Full Sub List Post. Lastly, to find more information about a specific pantheon or monster, refer to my Master List to better refine your search.
Midnight Gala  |
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Day 1 |
Norse |
Mechanical 1 |
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Day 2 |
Chinese Celestials |
Mechanical 2 |
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Day 1:
Day one features the highly sought after Norse Gods along with the modestly powerful Mechanical 1 series. The Norse Gods all have their awoken forms and grant 2x damage for their primary and sub elements along with forming powerful tank teams. They are mostly used on their respective mono-colour teams, but can sometimes play a role in rainbow teams due to enhancing two colours and providing double skill lock resist
awakenings. Lastly, by boosting damage for two turns, you can use on the floor prior to the boss to ensure you sweep it while conserving your other actives.
The Mechanical 1 Pantheon is relatively new and features Machine / God type monsters. They have an interesting set of awakenings and provide 2 skill bind resist
along with a powerful active that removes jammer and poison orbs. They can also form 16x leads with 51% damage reduction from 4 different elements. However, their main downfall is a lack of an ultimate evolution and will only be a matter of time before they gain strong potential.
If you are looking to bolster your skill bind resistance, Day 1 is a fantastic time to roll.
Norse
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Notes |
Freyr

Attacker / Physical



—-
2x ATK Fire & Water. 1 turn haste
12 turn CD |
Freyr is the first of the Norse God series and finally ditched the little pigs in favours of two magnificent swords and a majestic rainbow. Amusing art aside, Freyr is an amazing card for augmenting your Firepower. His awakenings bring a healthy mix of offensive and defensive utility and the double SBR eases team building. Unfortunately, you cannot use Freyr on Shiva Dragon and Xiang Mei teams which are arguably the strongest for fire. This can be frustrating as Awoken Shiva and Gadius are your next best options as a sub.
As a leader, Freyr pairs wonderfully with Raoh to form a powerful 1.5x HP / 14.625x ATK / 2.5x RCV team for Attacker and Devil types while prioritizing fire rows . Tank teams are able to effectively stall on most floors and can unleash amazing burst damage through orb changers and Freyr’s active. |
I&I

Physical / Devil



—-
2x ATK Water & Dark. 1 turn haste
12 turn CD
|
Awoken Idunn&Idunna doubles both your fun and damage! They are perhaps Puzzle and Dragon’s most loved twins (although DQXQ is a strong contender) and it is no surprise GungHo has kept them relevant through a powerful Awoken evolution. I&I is a staple sub on every high end water team as her physical typing allows her to be used on Blue Sonia . Other teams include Awoken Karin , Hermes , Lakshmi , and Skuld . Even without a god typing, You may still elect to use her on Neptune Dragon teams due to the sheer power of her active and awakenings.
I&I also pair wonderfully well with Ryune to form a 2x HP / 10.5x ATK / 2.5x RCV team that is capable of clearing essentially all the content PAD has to offer. For a more detailed analysis, please read my Full Guide for more information on team building and strategy. I&I / Ryune teams are effective due to their high survivability that allows them to stall on what would normally be dangerous floors for other teams. They can effectively control their damage and choose when to unleash amazing burst damage and sweep a floor.
Overall, I&I is a highly desired monster due to their sub and leadership potential and fantastic art work. |
Freyja

Devil / Attacker



—-
2x ATK Wood & Dark. 1 turn haste
12 turn CD
|
Freyja is a mono wood powerhouse with 3 wood row awakenings. Many wood teams are shifting towards a more row oriented playstyle, and Freyja is leading the charge. When paired with Sylvie , you form a tanky 2x HP / 10.5x ATK / 2.5x RCV team that is capable of clearing end game content. Unfortunately, your sub pool is less diverse compared to water teams, and their popularity is diminished compared to I&I / Ryune . You may be able to form a fantastic mono wood team, but may struggle to find dedicated friends.
As a sub, Freyja works on all mono wood teams as your strongest option for damage enhancement. Furthermore, her devil typing allows you to use her on the restrictive Awoken Astaroth . Lastly, the two SBR alleviates some team building stress and allows for more sub flexibility. |
Thor

Devil / Attacker



—-
2x ATK Light & Water. 1 turn haste
12 turn CD
|
Thor is sadly not the hunky beefcake you see flying around in cinemas and his art work may make you cringe upon closer inspection. Poor art and fashion choices aside, Thor is an incredible mono light card as both a sub and leader. When used as a leader, he pairs wonderfully with Saria to form a 2x HP / 10.5x ATK / 2.5x RCV tank team that has an amazing sub pool to draw upon. For further reading and team building advice, please read my Full Guide. Light has a fantastic array of subs to draw upon that are row oriented and can easily surpass 10 row awakenings with the right subs. You are able to safely stall on various bosses and can unleash spectacular burst damage with your various orb changers.
As a sub, Thor can be found on mono light and rainbow teams due to his light and water enhancement. Most rainbow teams are light heavy and by granting 2x damage, you should safely sweep any floor. Perhaps his most synergetic rainbow pairing is on Awoken DQXQ as she greatly benefits from his 3 row enhances. Furthermore, Ra Dragon teams could use Thor despite the lack of god typing if you (for some reason) need the damage enhancement and the two SBR awakenings. You can also utilize Thor’s active for skill inheritance as a means to conserve sub slots of those have more favourable awakenings/typing. |
Loki

Physical / Devil



—-
2x ATK Dark & Light. 1 turn haste
12 turn CD
|
Loki is the last of the Norse Gods and has the highly desired Devil typing. This allows him to be fully utilized on both Awoken Pandora and Awoken Lucifer teams as a powerful 2x damage enhancemer. Some players will argue the necessity on using Loki on Pandora teams as with the right orb changer combos, you should be able to obliterate any boss in the game. However, he is almost mandatory on Lucifer teams for high end content. The enhanced heart orb awakening augments your healing potential and can be used in conjunction with other heart breaking actives to produce enhanced dark orbs. Without a God typing, Loki will most likely not be used on Yomi Dragon teams in favour of stronger options. Other potential teams Loki can make an appearance on are Awoken Yomi and Dark Metatron .
Another interesting aspect of Awoken Loki is his potential as a rainbow sub due to his light and dark enhancement. Many rainbow teams are light heavy and the additional dark coverage and two skill bind resists ease team building constraints.
Overall, Loki is a vital sub for mono dark teams who wish to push end game content as he allows you to safely burst the most durable of bosses. |
Mechanical 1
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Notes |
Antares

Machine / God


—-
+ haste
7 turn CD |
Antares is a powerful fire sub due to offering 2 awakenings. This greatly eases team building as you only require 1 additional sub (provided both leaders have ) to achieve 100% immunity. Unfortunately, they lack a or awakening which may place constraints on damage output. However, with their god typing, Antares can successfully be used on Shiva Dragon teams.
The main appeal of Antares ‘s active (and the entire pantheon) is the ability to remove jammer and poison orbs with their active. This alleviates the need to bring a full board changer. Only downside is you remove heart orbs and is hard to skill up.
As a leader, Antares forms a 5o1e leader with 16x damage and reducing incoming damage from all elements but fire attribute bosses. |
Alrescha

Machine / God


—-
+ haste
7 turn CD |
Alrescha is an interesting sub for water based teams as her awakenings grant large amount of utilty. Unfortunately, her active’s main benefit of alleviating the need to bring a full board changer is somewhat mute as water has perhaps the best pool of subs to draw upon such as Mori Motonari , Blue Sonia , Ryune , Awoken Karin , and Skuld . All of these monsters have more synergetic awakenings for the top water teams of Neptune Dragon , Blue Sonia , and Awoken I&I / Ryune .
Perhaps with an ultimate evolution, Alrescha may have more viability or if water teams shift away form the massive stacking. As a leader, she forms a 5o1e leader with 16x damage and reducing incoming damage from all elements but water attribute bosses. |
Spica

Machine / God


—-
+ haste
7 turn CD |
Spica has the same benefits and drawbacks as the rest of her pantheon when used as a sub (poison removal has even less relevance on Bastet teams) . However, her leadership potential is significantly higher and only rivalled by Castor . This is because wood has a large and powerful pool to draw upon who are less reliant. When playing a 5o1e lead, it can be cumbersome to form rows and may find it easier to be reliant on monsters. Thankfully, wood monsters are somewhat famous for their diversity of heavy monsters including Vishnu and Liu Bei who both have 3. Furthermore, countless more 2 wood monsters exist to help bolster your damage. On important thing to note is the skyfall mechanic from (and to a lesser extent, Australis ) has great synergy with your awakenings. Just be aware that wood heavy dungeons are certain disaster as that is the only element Spica does not resist. |
Pollux

Machine/ God


—-
+ haste
7 turn CD |
Pollux is a powerful rainbow sub for Light Kali , Awoken Sakuya , and Awoken Ra teams. This is due to the high utility offered by her awakenings with the enhanced heart orb lending a significant recovery bonus as none of these leads have any RCV multiplier. Furthermore, the ability to remove poison and jammer orbs and convert them into your primary damage element can conserve precious board refreshes. Unfortunately, Pollux offers no awakenings and may be overlooked on Awoken Thor / Saria teams if you lack other row enhance subs. However, once you surpass 10+, orb enhance awakenings become more meaningful and the enhanced heart orbs retain their plus status when converted to light.
As a leader, Pollux forms a 5o1e leader with 16x damage and reducing incoming damage from all elements but light attribute bosses. |
Castor

Machine / God


—-
+ 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 on Awoken Lucifer or Awoken Pandora teams. Castor ‘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 and can remove the dependency on full board changers. Castor can be successfully used on both Awoken Yomi and Yomi Dragon teams as the awakenings have perfect synergy.
Castor is also a powerful lead who plays similarly to Awoken Yomi and Yomi Dragon except your damage is significantly lower, but you benefit from a 51% damage reduction shield against all elements except dark. Your sub pool is also not restricted like and dramatically opens up team building options. However, you can always mix and match with and as leader pairings to augment your damage or recovery as needed. |
Day 2:
Day 2 features the amazingly popular (and pretty) Chinese Celestials and relatively new Mechanical 2 Gods.
The Chinese Celestials are one of the most loved and oldest pantheons. Perhaps it is because they put the waifu in Puzzle and Waifus or that they were the first full board changer released. Regardless, GungHo has treated them well with a powerful awoken evolution that open up new uses and further augments their power. They generally make stellar mono colour subs and even Awoken Sakuya
who has always been a high end lead now can be used as a sub for her bind clearing active. Overall a pretty and powerful pantheon.
The Mechanical 2 series are one of the newer pantheons and feature monsters who have a hard time fitting in due to a lack of synergy. Only Hamal
can be effectively used presently and it would be best to avoid rolling for this pantheon until more cards are released or the jammer meta is more solidified.
Overall an okay day to roll for as the Chinese girls are incredibly powerful and the day is mostly brought down by the inclusion of the Mechanical 2 Gods.
Chinese Celestials
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Notes |
Awoken Leilan

Physical / Attacker



—-
All + haste
9 turn CD
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Leilan has legs to die for along with being a mono red powerhouse with a healthy mixture of offensive and utility based awakenings. She can also be effectively comboed with other orb changers to create fire heavy boards. Unfortunately, the 2 top fire teams, Awoken Shiva and Shiva Dragon seldom use Leilan due to no two prong attack awakenings or god typing. Hopefully with a release of more based teams she will see a resurgence in popularity. Lastly, Leilan can form a system on Ilm teams.
As a leader, Leilan forms a 12.25x ATK team with 51% damage reduction from Fire, Wood, and Light enemies. Has situational uses, but is usually used as a sub. |
Awoken Karin

Dragon / Attacker



—-
All + haste
9 turn CD |
I have a borderline irrational love for Karin and probably stems from my favourite colour being blue, dragons, and a pretty girl all rolled into amazing one monster. Fanboying aside, Karin is most at home on the various mono-blue powerhouse leads such as Blue Sonia and Awoken I&I / Ryune . Karin’s active, while powerful, is somewhat overshadowed by other water full board changers as she does not generate hearts and most likely needs to be used in conjunction with another orb changer to ensure sufficient water rows.
As a leader, Karin forms a 12.25x ATK team with 51% damage reduction from Water, Wood, and Dark enemies. Has situational uses, but she is mostly used as a sub. |
Awoken Meimei

Physical / Attacker



—-
All + haste
9 turn CD |
Meimei was once the primary wood board changer and she still reigns strong today. Her awakenings are more powerful than Verdandi and Sylvie and only loses ground due to not manufacturing heart orbs. Meimei can be used to great success on Sylvie / Freyja , Awoken Bastet , and Spica teams. Furthermore, multiple Meimei ‘s can be used to form a “Meimei System” with Zuoh as a lead.
As a leader, Meimei forms a 12.25x ATK team with 51% damage reduction from Wood, Light, and Dark enemies. Has situational uses, but she is mostly used as a sub. |
Awoken Sakuya

Dragon / Healer



—-
20% Gravity + 3 turn bind clear
10 turn CD |
Sakuya has gone through a rollercoaster ride of ups and downs over the course of her PAD career. She is still currently one of the strongest leaders (and now subs) in her awoken form as she can scale up to 100x damage at 10 combos. The main pitfalls of using Sakuya are a high skill cap, damage inconsistency/orb troll (as it is a scaling and high skill multiplier), and dependency on Light Kalis or other board refreshers. It is still possible to play Sakuya effectively without board changers, but it is becoming harder in today’s meta. Lastly, without any HP/RCV multiplier, it may be challenging to recover after attacks or when stalling. All that negativity aside, Sakuya is still an amazing leader and has been my go to team for over 2 years and have used her to clear numerous Challenge 10s.
Sakuya ‘s uses as a sub are now wide and varied as she combines both a gravity and 3-turn bind clear while being bind immune. Furthermore, she essentially outclasses Light Metatron in nearly every aspect as a sub. |
Awoken Haku

God / Healer



—-
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 on many dark teams. Even without any awakenings, Haku can still warrant a slot on your team due to her utility and explosive combo potential with Akechi . Haku can also find a home on Yomi Dragon , Awoken Yomi , and Awoken Anubis teams. Lastly, her D/D evolution has the devil typing and can be successfully used on Awoken Pandora teams.
As a leader, Haku forms a 12.25x ATK team with 51% damage reduction from Fire, Water, and Dark enemies. Has situational uses, but is usually used as a sub.
For further reading on determining which Haku evolution is right for you, please read my Haku Evolution Path Guide. |
Mechanical 2
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Notes |
Denebola

Machine / God
 

—-
3 
3 
3 turn CD |
Denebola can easily fit on an Awoken Shiva due to her 2 two prong awakenings along with wonderfully high recovery for a fire monster. The 3 random jammers can be managed and being able to produce 3 additional red orbs every 3 turns can prove invaluable in triggering an extra combo. Furthermore, Denebola’s active will be ready to use on the first turn should your board be lacking red and you need to sweep the floor right away. One great combo potential is to use Antares after Denebola to convert all the newly created jammers into fire orbs. Lastly, the awakening will allow you to deal lethal damage to god type bosses as you can stack fire two prong matches.
I would strongly suggest you do not use her as a leader until we have more access to jammer orb generation. |
Acubens

Machine / God


—-
3 
3 
3 turn CD |
Acubens has an impressive 6 awakening with 4 being enhanced water orbs . Unfortunately he lacks both a and water row enhance awakening and pushes him out of a Ryune and I&I teams and leaves him with either Sumire or Sarasvati teams. lacks damage output as he caps out at only 20.25x damage and has damage control / stalling issues along with being very orb hungry. I guess you can use Acubens on an Awoken Isis team as he covers the rarely seen water and red elements. You can combo his jammer generation with Alrescha or Scheat ‘s active to transform them into more water orbs.
I would strongly suggest you do not use Acubens as a leader until we have more access to jammer orb generation. |
Algedi

Machine / God


—-
3 
3 
3 turn CD |
Algedi will feel at home on a Sylvie and Freyja team as you wish to stack numerous wood row enhance awakenings. The low base recovery can be absorbed by the 2.5x recovery mechanic provided by and Algedi’s high base damage along with her awakening will result in very high burst damage versus god type bosses. The ability to produce exactly 3 green orbs can be used in conjunction with other orb changers to produce a second or third wood row to maximize your burst potential. Furthermore, she can combo her jammer generating active with Spica or Australis to transform the jammers into more wood orbs. Overall, Algedi will make a strong sub and will only improve when she receives an ultimate evolution.
I would strongly suggest you do not use Algedi as a leader until we have more access to jammer orb generation. |
Alcyone

Machine / God


—-
+ haste
9 turn CD |
Alcyone will not be the best fit on Saria / Thor teams due to a lack of light row awakenings. However, they may have the situational niche of removing a full board of poison orbs if you are pressed for board refresh actives or if you are in desperate need for more awakenings. If used on an Awoken Sakuya team, Alcyone is okay, but may overflow the board with too many light orbs, has no two prong attack awakenings, and does not provide additional elemental coverage. However, her active is amazingly powerful as it eclipses all the Greco-Roman pantheon actives (such as Apollo prior to awoken evolution) with an added haste and poison removal for only 1 additional turn of recharging.
As a lead, Alcyone may be exciting to play as she offers a new playstyle to light teams with 5o1e mechanic capping out at 25x ATK. Furthermore, your RCV is multiplied by 6.25x when matching 4+ heal orbs. This makes you somewhat immortal if you can survive any single hit as you will essentially heal back to full health after every match. |
Hamal

Machine / God


—-
+ haste
9 turn CD |
Hamal would not be the best fit for an Awoken Yomi team because you will most likely spawn too many dark orbs and be unable to match 7 combos. However, on a Yomi Dragon team, Hamal is great as she offers 2 awakenings that will ease teaming building options and the poison removal reduces the dependency on Haku . Hamal essentially functions as a poor man’s Eschamali , but replaces skyfalls with haste. Unfortunately, she lacks either a or awakening and limits her usage on other teams.
When used as a lead, you have essentially an unconditional 25x multiplier and all you need to do is match 5 dark orbs with 1 being enhanced. In addition, you have access to arguably the best colour sub pool and have no restrictions as to what subs you choose to bring compared to . This means you can use the powerful Zaerog Infinity and benefit from his numerous awakenings and dark skyfall buff. However, you can also pair your Hamal with a or Castor friend as they have the same damage activation requirements. Lastly, the 6.25x recovery on a 4 heart match will make stalling a breeze as it is near impossible to accidentally trigger your leader skill. |
Best of luck to those who roll and Happy Puzzling!
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