Skill Transfer: Advanced Strategies

Introduction

In my previous post where I thoroughly analyse Skill Inheritance and its uses, I give a large disclaimer at the bottom that reads as follows:

What do I do with this/how do I choose what to inherit?

This is a horribly loaded question and is probably on the forefront of most player's minds. Sadly, there is no perfect answer as skill inheritance will be used to fill the voids in your team when facing specific dungeons/mechanics. If you need a bind clearing active, you select a bind immune card, go to the list of bind removing actives, and inherit. If you need a board changer, same logic applies, but you can choose your least valuable active to use as a base. You need to systematically go through the list of assistance subs I provided above and find what you have at your disposal and determine if you need to bring those for that specific encounter.

And this is true for the most part as it is very challenging to give specific examples of what to do as everyone has a different team with varying shortcomings. Skill transfer is deigned to help address holes/flaws in your team’s roster as a means to tackle harder content without sacrificing subs who provide ideal awakenings, typing, or colour coverage. However, after more digging and research, I came across three helpful links (here, here, and here) which are all in Japanese, but the pictures help me gain a general understanding of the current meta in JP. As such, If anyone can link me to other sites such as these, it would be greatly appreciated as I have no idea how to navigate around. I will use these as a rough template paired with my own knowledge/point of view to give some specific examples of how to make the most of your active skills.

Video and Example Inheritance Options

Stand out assistance monsters

There are of course all the popular options you are very familiar with, but these are less common and immensely powerful cards you may have idling away in your monster box.

Jewel Princesses

The Jewel Princesses are fantastic for skill inheritance due to their amazingly high multiplier for damage enhancement. They grant  enhancement based on unique criteria such as specific awakenings so do not let their colours deceive you. Unlike the Norse Gods, they only boost damage for a single turn, but their enhancement is far greater.

 Silk Carat  Cameo Facet  Sheen
Silk
Enhnaced Fire Orb +light orb +heart
 Carat
Skill Boost
 Cameo
Wood Row Dark row
Facet
TPA
 Sheen
Time Extend

Swordsmen

The Swordsmen series is also a fantastic option for a 3 turn bind clear and orb generation. They all break hearts and convert them into their respective colour on only a 6-turn cooldown:

Fire Dragon Knight Water Dragon Knight Earth Dragon Knight Shining Dragon Knight Shadow Dragon Knight

Elemental Series

These cards have often been dismissed as troll gold eggs due a seemingly pointless kit. However, with Skill Inheritance, they have found new found power as they can completely resist damage from a particular colour. Most importantly, Genie Genie can completely void dark damage for 3 turns and will be a critical skill for dealing with powerful dark bosses.

Shaitan Undine Sylph Genie Thanatos

Armour Knights

The Armoured Knights offer a powerful 2.5x damage enhancement for various type of monsters and can be max skilled to a 10-turn cooldown. Another great way to add damage to your teams.

Nim Muse Delgado arcline Creuse

Apocalypse

Remember this guy? Probably has been rotting away in your monster box as he had a tough time finding a home on your various teams. However, he is one of the best candidates for assistance for dark teams due to the fact he also produces heart and light orbs (and haste). Furthermore, you can combo him with countless orb changers to produce a 2/3 dark board.

Apocalypse

Reference chart
ACTIVE MONSTER
Gravity Sakuya Awoken Hades Hathor Chibi Hera
Damage
reduction
Susano Indra Kush Valen Ganesha Raphael dtron Isis Cursed Dragon

Shaitan
 Undine Sylph Genie Thanatos
Full board
changers
Rainbow:
Keiji
 Kali Dark Kali
jjj
Non-rainbow:
Mori Motanari Ryune Saria Sylvie Famiel Awoken Leilan Awoken Karin MeiMei Haku
Typhon Gadius Urd Skuld ult evo Verd Ilm Apocalypse Red Sonia Blue Sonia
Green Sonia Zuoh Lumiel Avalon Drake
True damage
/ poison
 Neptune Awoken Archdemon Lucifer rodin Ra Cerebrus Rider Chibi Lilith
Damage
enhance
Freyr I&I Thor Awoken Freyja Awoken Loki Nim Muse Delgado arcline
Creuse Awoken Yomi Izanagi Oku Nephthys Set Durga Lu Bu Kanna
Silk Carat Cameo Facet Sheen 
Delay  Awoken Oorochi Oku Cao Cao Sun Quan Zeta Hydra ForestBahn Wee Jas Green wee jas Kenpachi
Sagirinokami
Bind clearing Ame Amate Awoken Ceres Sakuya Metatron Green Odin Isis Fire Dragon Knight Water Dragon Knight
Earth Dragon Knight Shining Dragon Knight Shadow Dragon Knight Guan Yu Red Guan Yu Red Riding Hood Snow White Thumbelina
Sleeping Beauty

Countering Skill Delay & Upgrading Actives

Another fantastic component of skill inheritance is your ability to counteract skill delay attacks. Because an inherited skill is essentially an extension of your base cooldown, you are able to protect yourself via assistant monsters who have a similar active. For example, you may need to use Claire Dark Valk for her god/devil typing or awakenings, but wish to improve her capabilities.

jjBasejj jjjUpgradejjj Notes 
Dark Valk Castor
Awoken Persephone
Claire (or any heart breaker) has a wonderful active, but can be improved upon through stronger heart breaking options who may not be allowed due to the wrong typing etc.
 Dark Kali Lightning
Ichigo
Dark Kali is fantastic, but by inheriting another board change, you protect yourself against delays while adding a new layer of utility.
 Diza Indra
Susano
Dark Izanami is still the best option for dark teams when it comes to shielding and you can improve her via inheriting other damage reduction abilities. This may seem excessive, but it does protect you against delays and I wanted to showcase that you can use a farmable monster as a base.

Popular Leaders

As part of my previous post, I listed various high end/popular leaders who have powerful leader skills, but a poor active that could greatly benefit from an inherited skill. A large key to success is finding an active that offers similar features to your base, but provides some sort of enhanced feature. For example, if your base leader has haste, it is ideal to find an assistant monster who also provides haste. If they enhance fire orbs, find a monster who can grant a fire orb change and enhance at the same time. You are also able to inherit actives as a means to drop what would normally be a staple sub from your team roster in favour of someone else who has better stats/awakenings/synergy etc. Furthermore, you usually wish to choose more powerful/longer cooldown or one that can be used in conjunction with another sub. Due to the extended cooldown of base + inherited, you may only be able to use them once per encounter and should try to get the most bang for your figurative buck.

This list is by no means the only options, but instead can help provide specific examples for inspiration. These are mostly offensive options and you should bring shields/bind clearing/defensive utility as needed. Lastly, you may still enjoy your original active and may elect to choose a friend who has no inherited skill. This is because you may only wish to have only one of your leader’s base actives as two is sometimes redundant.

Base Active 
  Awoken Archdemon Lucifer Awoken Lucifer 150k True Damage
Spawn 3 dark orbs
8 turn CD
Inheritance Options
Red Sonia Apocalypse Haku Akechi Baby Satsuki Armoured Batman Awoken Persephone Awoken Loki I&I Cameo

Awoken Karin MeiMei (if you run Pandora Awoken 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 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.

 

Base Active 
Shiva Awoken Shiva 75% armour break
Enhance fire & heart
7 turn CD
Inheritance Options
Sanada Saria Verd Red Sonia Urd Bankai Yamato Uriel Set Freyr
Notes
Awoken Shiva is still a very popular leader who will greatly benefit from skill inheritance. He is for the most part an offensive, TPA oriented leader who greatly benefits from orb changers. Sanada Sanada is one of the stronger options for Shiva as he generates fire and heart orbs while enhancing fire orbs. This is quite similar to Shiva and is what I am encouraging my Mom to do with hers (I put Saria onto mine). In addition, I also like the double orb changers who manufacture heart orbs as being able to heal and deal damage is critical. Lastly, utilizing a damage enhancer is great as it saves you a sub slot and is a more powerful form of Shiva’s original active.

 

Base Active 
Awoken Lakshimi Awoken Lakshimi Spawn 4 heart orbs
Heal a large amount of HP
8 turn CD
Inheritance Options
Urd Ryune Skuld ult evo Typhon Bankai Andro Gabriel Awoken Oorochi Y'shtola I&I
Notes
Almost any active is stronger than Lakshimi’s and of course you give priority to cards who can generate heart and water orbs. Urd deserves special mentioning as you are almost always using Andromeda on your team and the ability to combo into a 2/3 water, 1/3 heart board spells certain doom for any opposing boss. Damage enhancement is probably overkill for most content, but is worthwhile for content such as Arena.

 

Base Active 
Awoken Parv Awoken Parvati Water to hearts
Enahnce wood & hearts
5 turn CD
Inheritance Options
Sylvie Verd Bankai Perseus Michael Awoken Freyja Facet Susano Awoken Oorochi
plus any bind clearer
Notes
Parvati received a modest buff to her active that now allows her to enhance wood orbs. This is quite powerful as its a built in damage enhancement along with heart generation. However, you can still benefit from an active that manufactures wood and heart orbs. The damage enhancement is mostly for high tier content, but is worth considering. Due to her bind immunity, you can also inherit a bind clear to make your life easier.

 

Base Active 
Horus Awoken Horus Enhance fire orbs
+2s movement time
4 turn CD
Inheritance Options
Kali Dark Kali Keiji Lightning Ichigo Freyr Set Susano Awoken Oorochi
Notes
Awoken Horus does have a large portion of his leader skill damage tied active skill usage and his 4-turn cooldown is ideal. However, you may wish to inherit board refreshes in order to actually trigger your full multiplier as that is the main crux of rainbow teams. Freyr  and Set are included as a means to generate burst damage. However, due to Horus’s naturally short cooldown, you have more flexibility than most other leaders when selecting an assistant monster.

 

Base Active 
Bastet Awoken Bastet Mass attack for 3 turns
+2s movement time
5 turn CD
Inheritance Options
Green Sonia Australis Sylvie Ult Zuoh Skuld ult evo Verd Bankai Perseus Michael MeiMei Ishida Bartz
Facet Awoken Freyja Susano Awoken Oorochi
Notes
Awoken Bastet is a powerful wood TPA combo leader who is reliant on a steady supply of wood orbs to deal damage. Many of the powerful double orb changers lack a TPA awakening, but by inheriting their active, you can benefit from their power. Furthermore, you can also bring a damage enhancing active as a means to clear high end content as you wish to have subs who bring quick charging orb changers.

 

Base Active 
Ra Awoken Ra 77,777 true damage
+3s movement time
7 turn CD
Inheritance Options
Kali Dark Kali Keiji Ichigo Thor Awoken Loki Izanagi Kanna Susano Awoken Oorochi
Notes
Awoken Ra is ironically desired as an assitant for other teams due to his true damage component. However, in this scenario, he is the leader and his active is underirable in most instances. As such, he could greatly benefit from any form of board refresh, but also damage enhance. Yes, 100x is a lot, but as you are rainbow and without rows, you may need something extra to push you over the top. Susano and Orochi are overall solid choices in most cases.

 

Base Active 
Awoken Anubis Awoken Anubis Jammer, Poison, & Wood to Dark
Small counterattack
8 turn CD
Inheritance Options
Dark Kali Typhon Ryune Red Sonia Eschamali Apocalypse Haku Awoken Karin MeiMei Susano Awoken Oorochi
Notes
Awoken Anubis is heavily reliant on making 9+ combos and you mainly wish to inherit any active that condenses the board to fewer colours while retaining dark orbs. Of course you can attach any other form of utility/survivability to help you withstand uncomboable boards.

 

Base Active 
Amate Awoken Amaterasu 40% max HP heal
4 turn bind recover
1 turn haste
8 turn CD
Inheritance Options
Apocalypse Saria Sylvie MeiMei Awoken Leilan Thor Awoken Loki arcline Facet Susano Awoken Oorochi
Notes
Awoken Amaterasu does have a useful active to ensure she stays at full health for her leader skill, but you can inherit a light orb generator or damage enhancement as you may require a bit more oomph to deal lethal damage.

 

Base Active 
Awoken Yomi Awoken Yomi Enhance all orbs
+5s movement time
8 turn CD
Inheritance Options
Apocalypse Awoken Karin Haku MeiMei Typhon Akechi Nephthys I&I
Awoken Loki Susano Awoken Oorochi Sheen
Notes
Awoken Yomi still a powerful lead, but suffers from a lack of survivability and utility as their active is somewhat underwhelming. With skill inheritance, you are able address these short comings while tailoring your active to the dungeon. Akechi and Nephthys are both able to enhance dark orbs while providing extra utility.

 

Base Active 
Sakuya Awoken Sakuya 20% gravity
3 turn bind clear
10 turn CD
Inheritance Options
Kali Dark Kali Keiji Lightning Ichigo Sun Quan Awoken Apollo Pollux
Thor Awoken Loki Susano Awoken Oorochi Sheen
Notes
Awoken Sakuya is a powerful leader who does have issues with consistency due to a scaling multiplier that is unreliable. Furthermore, your heavy dependancy perfect boards makes board refreshes an ideal choice for inheritance.

 

Ra Dragon Ra Dragon +5s movement time
2 turns haste
13 turn CD
Inheritance Options
Dark Kali Keiji Lightning Ichigo Thor Awoken Loki Susano Carat Facet
Notes
Ra Dragon is still considered one of the best leaders in Puzzle and Dragons and is used to tackle the hardest content available. The main hurdles Ra Dragon has to overcome is unactivatable boards and by inheritting a board change, you can help ensure you sweep every floor. One notable board change is Lightning Lightning as she can deal true damage and kill PreDRAs Fire PreDRA.

 

Shiva D Shiva Dragon 2 turns haste
12 turn CD
Inheritance Options
Mori Motanari Red Sonia Saria Verd Urd Awoken Ares Bankai Yamato Uriel
Cao Cao Set Freyr Fire Dragon Knight Red Guan Yu
Notes
Shiva Dragon is the supreme farming lead and has an active that only gives two turns of haste. That’s nice for helping cycle your skills, but it can be helpful to have a real active to use as needed. Mori Mori Motanari is a popular option and does have one of the most powerful actives; however, he has a 14 turn cooldown and this can cause issues when paired with Shiva Dragon’s 12 turns. You need to think carefully when selecting a skill to inherit and whether you can benefit from them in your dungeon encounter.

 

Neptune Dragon Neptune Dragon 100x ATK poison
2 turns haste
16 turn CD
Inheritance Options
Mori Motanari Blue Sonia Ryune A Hermes I&I Thor Awoken Oorochi Water Dragon Knight Susano
Notes
Neptune Dragon is the horniest of all the dragons and has an active that gives two turns of haste along with a large poison component. However, it is largely underwhelming and having one on each leader can hinder your overall potential. Mori Mori Motanari deserves special mentioning again as he grants a dual board changer with two turns haste. This way, you can still cycle your other actives, but have an extra board changer.

 

dtron Dark Metatron 35% damage reduction
Enhance dark orbs
5 turn CD
Inheritance Options
Akechi Blue Sonia Ryune Apocalypse Castor Awoken Persephone I&I Awoken Loki Carat Susano Shadow Dragon Knight
Bind clearing cards
Notes
Dark Metatron does have a reasonably synergistic active for her leader skill due to the quick access to the shield. However, you may wish to inherit a more powerful active that generates dark orbs. Due to her being on a 5-turn cooldown, you have more flexibility in your choices as you do not have to wait as long for her to charge up.

 

Yomi Dragon Yomi Dragon Spawn 4 hearts & dark orbs
1 turn haste
9 turn CD
Inheritance Options
Akechi Ryune Apocalypse Goetia I&I Awoken Loki Sheen Carat Shadow Dragon Knight Muse
Notes
Now this may seem a bit unusual, but Yomi Dragon can be used as a base for skill inheritance. Her active is powerful, but due to the restriction on God type subs, your team building may be challenging. Hurdles Yomi Dragon needs to overcome are a lack of burst damage options and dark orb enhancement. Akechi Akechi and Goetia Goetia are both capable of enhancing dark orbs and spawning them.

Xiang Mei Xiang Mei Spawn 6 hearts
1 turn haste
7 turn CD
Inheritance Options
Saria Ra arcline Genie Awoken Oorochi Sanada Bankai Yamato Uriel Gadius Urd
Notes
Xiang Mei is the newest 300k MP monster and is horribly reliant on skill inheritance to fill in the massive voids in her team utility due to being restricted to only fire healers. You need to determine the level of content you plan on challenging and inherit accordingly. I strongly recommend you read my Xiang Mei Article for more detailed information.

Conclusion

Skill inheritance is an incredible mechanic added to Puzzle and Dragons as a means to customize your teams. Your options for active pairing are limitless and you are mostly hindered by your imagination. Just remember that skill inheritance is not mandatory and you do not need to use it on every monster on your team.

I hope this post has provided some inspiration in tackling the newest feature PAD has to offer. Let me know what pairings you plan to do.

Happy Puzzling!

74 thoughts on “Skill Transfer: Advanced Strategies”

  1. Thanks for the more in-depth info and JP links. While I’m aware of Gamewith and Game8, I’d never seen that other site before.

    Anyway, Urd should be listed as an option for Lakshmi. Her board change is much more synergistic than others due to pairing with the near ubiquitous Andromeda.

    Besides that, what do you think of inheriting A-Hermes onto Acubens? I’ve seen the suggestion on a number of JP team builds but, can’t really see what makes it stand out. Is it just because of his God Killer?

    Like

    1. Very good point on Lakshmi and added Urd in (with a emphasis note) for the various options

      Using Acubens as a base can be powerful as he is only a 3-turn base CD and can inherit other actives with ease. I am going to presume it is for his awakenings on non-row teams as the 4 water orb enhances paired with god killer can be lethal in many scenarios.

      Like

  2. Hey Mantastic! Thanks for the guide, but one thing I would like to see are thre preferred / recommended skills that you want to inherit. I like the comprehensive list, but I would prefer to see reccomended options that are leader specific/ even sub specific.

    Great guide though. Thanks again!

    Like

    1. Thanks for the feedback, but what do you mean by a leader specific? I thought I did list various options as it comes down to personal choice due to everyone having a different team

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      1. I think that by leader-specific/sub-specific, he meant like, what skills should go on (or what skills are best suited for) which monsters, depending if they are a leader or sub.. does that make any sense? LOL

        And just out of curiosity, what is your opinion in putting Sun Quan’s skill on Isis? She’s on my Kali healer team, but A.Isis isn’t healer type. what do you think?

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        1. Well it is near impossible to say what is “best” as everyone has different hurdles they need to overcome. Hence why I generated the various suggestions and you fill in as needed.

          In regards to transferring Sun Quan onto Isis, That is a strong option. Remember, not everyone has to benefit from the healer boost (and Isis isn’t a light TPA monster either) and that should be sufficient damage to sweep most content. What else do you use on your Kali team? It sounds like a good idea, but want to confirm what you are working with

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          1. As of now, my team consists of Lkali, A.Venus, L.Valk, Sun Quan, Halloween Alruane.

            A.Venus is not max skilled yet, so 9 turn cooldown instead of 4, however the extended orb time still proves useful. Halloween Alruane as a Dark unbindable sub with an active to bind clear and haste for 1 turn.

            I do have L.Metatron as a potential unbindable bind clear active, although she isn’t max skilled, and substituting Alruane for her removes dark from my team. If I were to do this, however, I could replace A.Venus with either D.Bikini-Valk for as a dark healer tpa heart changer, D.Izanami as 35% damage mitigation, or Ichigo for active.

            Using this setup gives me Lkali, L.Metatron, L.Valk, [Dark Sub], Sunquan. While it is still similar, I do lose out on enhanced light orbs from A.Venus and 3 turn bind clear instead of 4 from Alruane. In terms of my dark sub, it would still have a utility active.

            While I see both teams having their own potential uses, I personally prefer my first team (gives 100% Skill bind resist as well, while second team has almost none). My reason in putting SQ’s skill onto Isis is because I feel that SQ is quite interesting. With a dragon/healer typing, and rather “ok” stats and/or awakenings, it’s hard to find a team where he fits. He stands out more because of his skill. As for A.Isis, because of her Devil/God typing, ok stats, and low skill cooldown, she fits much better on a wide variety of teams. In putting SQ’s skill on A.Isis, I still keep the B/G attributes, and everything I like, or see as better, on A.Isis, with the addition of a delay and 2x atk for healers, which would be useful in my L.Kali healer team.

            What do you think? LOL
            I know that there is not a “right” answer. I just want another person’s opinion in this idea. I’m not comfortable is posting on the FB/Reddit group. Haha

            Like

            1. Well I am glad you are comfortable approaching me =)

              As for Light Kali team building, your dark option for yourself would be best filled by Diza. A 6-turn shield and massive base HP on a healer heavy team can be invaluable and allows you to stall as needed. Ichigo is of course valuable, but you need to be the judge on whether you need another board changer (but do keep in mind you can heal AND deal damage through his active. If unused, he can be used to upgrade Lkali’s active).

              4-turns of bind clear is relatively excessive and Awoken Isis or Metatron is probably sufficient (and both have better stats/awakenings). Sun Quan onto Awoken Isis can be powerful as she is bind immune and you have the option of quickly dumping her active before binds to ensure her own bind clear is ready in time. The healer boost allows your Kalis so spike very high and the fact Isis is not a healer shouldn’t discourage you.

              Your team could look like Light Kali, Isis (with Sun Quan’s active), Light Valkyrie, Dark Izanami, flex. I know this team does not have 100% SBR, but not all dungeons require it. To help you achieve 100% immunity, you have to drop either Diza or Light Valkyrie and that decision should be made as to whether you need the shield or damage more.

              I am not sure if you read my Light kali guide (maybe a touch outdated), but it may give you some other team building inspiration: https://mantasticpad.com/2016/01/01/light-kali-team-building-and-discussion-guide/

              Like

  3. Nephthys is spelled as “Nephyths” on A. Yomi’s notes.
    Kenpachi can be added as a dark delay and SagirinoKami as a light delay(also GH collab has its skillup rn in Coin dungeon).
    Shivadra can also inherit Ares and Prometheus or even Krishna.
    Maybe add a bonus section for XiangMei’s hype?

    Like

  4. Thanks for the overview, you highlighted several interesting combinations. Though, one question I have is why you focus on so many of the high cooldown moves for inheritance instead of the shorter ones? For example, Mori may have a strong active and dual haste to inherit onto Shiva Dragon, but that leaves you at a rather massive 27 turn cooldown just to see that active become available.

    I would think that for leaders who want to hit hard and fast, a short cooldown move would be preferred so you can actually have access to it without having to stall for massive amounts of turns or rely on a team of hastes just to get it to proc. Examples such as Chiyome, Awoken Minerva, and RGY come to mind. Just a thought. And thanks again for all of your hard work.

    Like

    1. I agree with Phil Forkert. As a Shiva Dragon player, I’ve used several friend leads now who have inherited Mori Motonari, and I’ve yet to see that active become available… even in 10-floor dungeons.

      I went with Red Guan Yu as the inheritance for my Shiva Dragon. Short cooldown, orb change, heal, bind clear.

      Liked by 1 person

    2. I placed an emphasis on longer/more powerful cooldown as a short 5-turn CD will take quite some time to charge up and have less value. Many inherited skills can only be used once per dungeon and this is why I wanted to use a bigger active such as a damage enhance/double orb change/full board change. This way you can free up those sub slots (eg. Freyr can be dropped from fire teams as you only use him once) in favour of others who you would use more frequently.

      However, you two do bring up a good point for Shiva Dragon. I can tweak his section a bit to reflect the crazy long CD, but remember, that Mori skill may be beneficial to that player (we don’t know what what their team looks like or what content they are challenging)

      Like

  5. I agree with Phil Forkert. As a Shiva Dragon user who’s used friend leaders with inherited Mori Motonari, I’ve yet to see that active become available in a 10-floor dungeon.

    I chose Red Guan Yu as the inheritance for my Shiva Dragon. Short cooldown, orb change, heal, and bind clear.

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  6. Nice writeup, as always! 🙂

    Regarding Shiva Dragon: I’ll use Cao Cao to assist him, giving him a 1 turn delay vs. all enemies and an orbchange Water to Fire. The best thing is, it only adds 9 turns instead of Mori Motonari’s 14 turns.

    On my primary Shivadra team (with Urd, Ares, Yamato and Set as subs), that means I only have to stall 1 turn to get the assist skill up for floor 10 (assuming I clear every floor in 1 turn). For Mori’s skill, I’d have to stall 6 turns instead.

    So stalling 1 turn and making use of Cao Cao’s included 1 turn haste is almost the same as the regular 2 turn haste, plus I convert Water to Fire which combos perfectly with Urd. Also means I don’t need to bring a dedicated delay sub to deal with resolve mechanics.

    I also put Sanada on Yamato. The skills are similar enough, but Sanada’s also combos perfectly with Urd.

    As soon as I turn my second Ares into Awoken Ares, I’ll have him assist my primary Ares. That way it’s a straight skill upgrade (Awoken Ares himself unfortunately doesn’t fit on Shivadra’s team after losing God type).

    I also put Urd on Urd as a defense against being skill delayed. Her skill is just too important, especially as a finishing move, because I can combo with Shivadra’s assisted skill, Yamato’s assisted skill, Ares and Set (dealing millions of damage).

    All in all a great team that is only getting stronger thanks to Skill Inheritance. I actually like it better than the more common row-exclusive Shivadra setup of 2x Ares, Yamato, flex because it’s less orb hungry and easier to play, IMHO the perfect farming setup (also works with no-dupes and all-attribute dungeons – or replace Set with a utility sub like Ame or ROdin for bind clear, poison, etc. as needed).

    Like

    1. Thanks for your feedback and detailed comment =)

      I updated Shiva Dragon’s section to reflect yours and other’s comments as his base cooldown is very long and can place constraints on using inherited skills.

      I am glad you are benefiting from the upgrading/skill delay protection aspect. It is quite a powerful mechanic that allows you to challenge higher level content without using skill delay resists.

      I wish I had more REM cards so I could abuse the upgrading component more XD

      Like

    1. Yeah that is a powerful option as you retain Ama’s defensive capabilities, but will be able to contribute burst damage when the time is right. Great idea!

      Like

  7. why would adding another all color board changer onto dkali change anything? sure, you get the extended orb time from ichigo, but that’s not worth waiting an extra 8 turns for it, is it? there’s no point in adding an active skill on a base monster with essentially the same skill, because in order to use skill 2, which is practically the same as skill 1, you’re waiting for cd of skill 1 + skill 2.
    or am i missing something? haha please elaborate on what you mean by: “you protect yourself against delays while adding a new layer of utility.”

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    1. I think that in terms of protecting yourself against delays, take for example dkali with ichigo’s skill. 7 turns + 8 turns = 15 turns total. Say for example you waited 10 turns so far. Enemy delays skill by 2 turns. Now, dkali’s skill would still be charged, since now the skill-turn counter is at 8… make sense?

      And in terms of “upgrading” skill, sure it’s kinda worthless to wait the extra 8 turns just for the extended orb time. But remember that you might not be using dkali’s skill right when it comes up. And not to mention that you still have skill boost awakenings. Dkali’s skill may be up when you start the dungeon and you may need to wait just 7-8 turns for ichigo’s skill. As you go through the dungeon, you may not need dkali’s skill, but ichigo’s skill is charging. And when you need an orb change, you might have ichigo’s skill fully charged and now you have the extended orb time. Think of the upgrade as maybe an “added bonus”. Make sense?

      Liked by 1 person

    2. rawrzcookie essentially took the words out of my mouth.

      You can view SI as an extension of your monster’s cooldown and by inheriting an active that is similar or slightly stronger, you can protect yourself against skill delays. Dkali + Ichigo is 15 turns for Ichigo’s active to be charged and if you have him ready and get delayed by 2 turns, you will be at 13 turns. This means you can still use Dkali and this could save your life.This also removes the need for skill delay latents.

      Also, you are not popping Dkali every 7 turns and if you are able to wait (without endangering yourself) for Ichigo, you gain a slightly stronger active when you do use your board refresh. This same logic can be applied to Dark Valkyrie inheriting Castor’s active. You can still use your regular heart break every 5 turns, but if you are able to wait for 12 turns (5+7), you can benefit from the haste/poison&jammer removal.

      Just look for ways to upgrade an existing active =)

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  8. Thanks for the timely post! I have a couple dragon knights in my box that I’ve been eyeing for possible skill inheritance fodder, and I appreciate the confirmation of that thought.

    The best bit of REM luck I’ve had was getting a second LKali, and I’m thinking of using it to add a second 5 color alchemy to the first. I’d lose a TPA, since I’d probably replace her with Amaterasu.

    Do you think that’s a good move? The 2nd LKali’s not max skilled yet, so I also want to confirm that I’d be able to continue to skill her up after doing a skill inheritance.

    Thanks for the help!

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    1. Which team are you using those Kali on? If it is Sakuya, you should be running two Kali as you are going to need to board refresh. Adding a second Kali active onto your main kali will just protect you against skill delays, but if you are not swimming in dupe kalis, it would be a bad idea.

      Which dragon knights are you referring to? That name is relatively vague lol

      And it is my understanding that you can continue to fuse/feed monsters who are transferring their skills. You are just unable to sell or use them on your teams.

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      1. Oops, by dragon knights, I meant swordsmen. Definitely going to attach the blue one to my BOdin.

        LKali is one of my primary leads, and I never run her without the second one, so it would free up a sub slot for me. I’m afraid you lost me on why it would be a bad idea. Could you elaborate?

        I’m not sure if it matters, but I’m still mid game and very low IAP.

        Thank you!

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        1. Either I’m reading it right, or I’m misinterpreting, but you only run 1 L.Kali in your team and it’s your leader, yes? So you don’t use your second one as a sub, yes?

          The reason why I personally, and I repeat “I Personally”, wouldn’t want to add your dupe L.Kali’s skill onto your primary L.Kali is because L.Kali relies heavily on good boards. Having actives that either increases your change on having 3 orbs of Fire, Water, Light, and Dark (heal in some cases, and Grass if running alongside A.Ra) is highly recommended and L.Kali’s skill grants exactly that. Sure, adding L.Kali’s skill onto another L.Kali may protect you from delays and what not, but L.Kali herself is either a staple sub on an L.Kali team. If not a staple sub, then she’s at least a great sub on an L.Kali team. Reason being is because of the stats she gives, two 2-prongs, SBR and Skill boosts, and plus her active generates all the colors you need to activate her leader skill… But then again, that’s me.

          I don’t know your monster pool and what monsters you have as subs, or if you have any monsters that can be potential subs for an L.Kali team. I agree with Mantastic in the idea that if you run a Kirin/Ra/RaDra team, you’ll want to keep both L.Kali’s as these leads don’t have a board change active themselves and L.Kali’s board change active essentially grants everything you need to activate their Leader Skill (except for RaDra, since you miss out on heart orbs). Also, these teams are teams where you generally want to one-shot your way through dungeons, and try to tank at least a hit or two “just-in-case”. Having two L.Kali in your team gives your team massive light damage due to their TPA, and rather high ATK stats. This, plus their active, generally allows you to output a large amount of damage whenever you need (unless “Raina-Syndrome” only gives you 3 light orbs).

          However, in my opinion, adding L.Kali’s skill onto Amaterasu *could* be useful and have its benefits. You have a fairly kinda short-ish cooldown of 8-turns for a heal, bind recovery, and haste when needed, and adding an additional 7-turn board change active to her could be amazing. I personally don’t have an Amaterasu so I can’t say for sure whether or not she’s a good, bad, or decent sub, and I can’t say for sure if her active is entirely useful on an L.Kali team?

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        2. The swordsmen are fantastic options for mono colour bind clearing as you convert hearts into your primary colour. It is best to place them on already bind immune subs; however, if Blue Odin is your best bet, feel free to do so (you can always reverse at a later date).

          As rawrzcookie explain, you do not want to use your second Light Kali as an assistant to your primary Light kali due to her being a near perfect sub on her own team. Rainbow teams are heavily reliant on activate-able boards and stalling is dangerous due to no HP/RCV multiplier. Furthermore, Light Kali’s awakenings are ideal for her light TPA heavy team.

          Using Awoken Ama as a base for a transfered 5-colour alchemy is an okay option, but you may wish to have a board refresh ready as often as possible and you can make the most of her on a Light Kali team. It would also help me better understand your situation if you could tell me who you use on your team =)

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          1. Belated thanks (again) for helping me with my LKali team!

            I’m *really* not as far along in the game as you pros are. As far as the possible subs in my box go, none of them are in their awoken forms yet. My first LKali is the only one on the team I’ve maxed skilled, and I just got her to +297 last week (yay!). My two LKalis are the only ones max leveled, though the rest are at least at level 90. I’ve only recently cleared Kingdom of the Gods and the easiest of the descends.

            What I’m currently using on my team:
            B/R Xmas Siren (menace)
            Dark Golem or D/L Tsukuyomi
            my 2nd LKali

            The last slot I switch out, depending on the dungeon:
            Gleaming Axe Ariel (First choice for the 4 TPAs.)
            Attackerasu
            Pollux

            Other sub options in my box:
            Metatron (replaced by Amaterasu unless I need blue)
            NY Sandalphon
            BOdin
            Awoken Hera-Is (not uevo’d, so she covers B/D)
            Regular Echidna
            Kopis

            The PCGF landed me with a couple more light options, most of them Maeda Keiji. (Seriously. I had 11 pulls plus a pull on the special machine for the one time 10 stones/$5 deal. 2 of the 11 pulls AND the special machine were Maeda Keiji.) The other one was Indra.

            As you can probably tell, my LKali team still has its training wheels on. I need every board change and delay I can get my hands on, since I’m still not as consistent as I need to be in triggering Kali’s leader skill.

            Thanks for taking a look at this. I would like to give LKali a 2nd skill soon (maybe Maeda Keiji, lol), since I’d like her all buffed up for best friend bait in the reset next week!

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            1. Inheriting Keiji’s skill on to Kali is a nice way to protect yourself from skill delay mechanics. It also makes you look shinier and because you have so many Keiji dupes, you can spare one for Kali.

              I like using Pollux on a Light Kali team due to the great utility and orb enhance awakenings. Furthermore, the additional light orbs generated help ensure you can burst the final floor.

              Your team looks solid for your current progression and you can swap in a bind clear as needed.

              As for your own matching consistency, you just need more practice and you will be matching away in no time =)

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  9. Thanks for your input on this new feature! I feel like with this new update, it really opens teambuilding restrictions.

    I come to you in need of some advice. Currently, I run a YomiDra team consisting of: Yomidra, AHaku, AHaku, Castor, Akechi with everyone pentamaxed with dark latents, except YomiDra, which has 2 SDR. Unfortunately, I do not have an Eschamali or Okuninushi to complement the team.

    My main focus is currently Arena 1 and as Stratios is only on my arena team for the gravity, I am looking to skill inheritance for more practical alternatives.

    The alternatives I am considering are Awoken I&I, and Raphael. I&I for bursting Kali out of her death zone, and Raphael for tanking it. However, as I feel both are relatively similar in effectiveness, I am looking towards general usage to help me determine which one I should go for.

    Raphael’s shield could allow me to escape death blows giving me a couple extra turns at a longer cooldown, while I&I would allow YomiDra teams to overcome the “meager” x36 multiplier, but would have trouble with resolves.

    The second issue I have is whom to put the inherited skill on. I feel like putting on the leader would be a poor choice, as the YomiDra AS would be in use constantly, not giving time for the inherited skill to charge up. Putting the skill on Akechi would yield the same problems, as his skill is a vital part of the team.

    That leaves the 2 Hakus and Castor. Castor is there for the short cooldown extra burst, which is not a necessity. Putting the skill on him would allow the skill to have a shorter cooldown compared to putting it on Haku. Having 2 Hakus would allow me to use one while charging the inherited skill on the second, however, it would be at a longer cooldown.

    Thank you so much for your advice and sorry for the long post!

    (Also wanted to suggest that skill inheritance would alleviate the need for Stratios on YomiDra teams, and maybe Indra on RaDra, as their skills are mostly niche use)

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    1. Well the main problem with running dual Haku is the unpredictable nature of her active. You have Akechi which does cut down on the RNG, but you cannot use him for your second if you are forced to use another Haku active. As such, I would suggest putting I&I on one of your Hakus as you are most likely not needing her as you can convert poison and jammers via Castor. It is better to take I&I than Raphael because the burst component is invaluable and can be used in the first half of arena and will be ready by the time you reach Kali. Haku -> Akechi with the I&I buff should be more than enough damage for the to push Kali out of the 65% danger zone.

      Hopefully this helps =)

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  10. Hi Mantastic. Got this situation here:

    What is the best skill transfer option for a lucifer or pandora team. To use an awoken meimei or the unevo-one ability, knowing its cooldown is shorter but without haste, and why?
    Waiting for your comments, thank you!

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  11. After getting light gala’d this pcgf and rolling two dupe kopis, I wondered if you could make use of the warrior series’ extremely low cooldown for an attacker type enhance, say on a Shiva team. Sometimes I want to have just a little extra kick, but don’t want to spend an orb changer on it.

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    1. Blonia doesn’t really need assistance on herself. Her active is incredibly powerful on its own. I use blonia a lot on my two accounts and the only thing I would modify is using snow white to inherit a different active. She is a bind immune bind clearer and once her job is finished, can benefit from an orb changer

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  12. A.Venus + A.Thor skill or A.Ama with Sun quan skill (NY Sandalphon cant happen cuz 4* but mazbe soon we can do it) A.Artemis will be thankfully a lot i think thx to this cuz her Green team will be super stronk Robin and U&Y and Karin skill transfer to a better green monster i have currently so many ideas about what i can try

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    1. That’s a great idea transferring U&Y onto a wood card for Artemis! Will preserve your damage output while protecting yourself vs bad board =)

      As for your Venus vs Ama question, it depends on what the dungeon requires and if your team is row or tpa based. Ama is ofc the clear winner when binds are involved, but Venus is a faster source of damage if you need it in a pinch. Both work and are strong options, just cater to your dungeon needs

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  13. Mantastic,
    First off, awesome article. You’re amazing and you help us humble players so much. I do have a question though. I run ult sumire. Pretty standard build (sumire,sumire,sumire,awoken Isis, skuld) and I have most inherents already assigned but predra give me mad issues. I want true damage on the skuld or one sumire but the only true damage I have is awoken ra. Why is it not letting me assign his skill to either one of them? Are there some monsters that can’t donate skills? Sorry for the long post.

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  14. So, what would you say would be ideal, or decent, inheritances for a Bastet team once Ace Bastet comes out?

    Ace Bastet, Awoken Susano, Ult Vishnu, Ult Vishnu, Ult Verdandi, Ace Bastet friend.

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    1. You inherit based on your needs. Thus far, you have the damage mitigation and board changer along with quick orb changers. So you should inherit what you feel is needed for your leader. Things that help you make more combos is a great asset such as tri-colour board changers

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  15. If you skill transfer to a monster, if you sell the card that gave the skill, would the skill stay on the base card, or would it just go away?

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