Myr: Arena 3 & Radar Dragon Strategies

Introduction

For those who follow my Twitter, you may have seen my tweets showcasing my various Arena 3 clears and my lack of Radar Dragon drops. However, my consistency in clearing Arena 3 is only improving with each attempt and I wish to share my experience and strategies to help enhance your own chances of success. Very few players have been able to clear Arena 3 and from various Google searches, even fewer discussions/guides. Just bear in mind that a lot of my strategies and advice revolves around using a Myr Miru team in coop as that is the only high end leader I possess. Other favourable leaders with high clear rates include, but not limited to: Ronove Ronove, Kaede Ult Kaede, Ra Dragon Ra Dragon, Xiang Mei Xiang Mei, Gremory Gremory, and Sherias Roots Sherias Roots. Just keep in mind that no team can have 100% clear rate and you have to go in with the mindset that certain Radar Dragons will ruin your run.

Video commentary

Background on Arena 1 & 2

Ultimate Arena (Bipolar Goddess) is designed to be the final test of a player’s skill. The first incarnation, Arena 1, was a hellish 21 floor dungeon that featured a 30 million HP boss at the end along with each floor drawing from a pool of random spawns to cause even more heartache and randomness. It is the randomness that keeps Arena exciting as you will always have a different path leading into the final floors and makes it harder to counter every single mechanic that could appear. Over time, Arena 1 became significantly easier with the advent of Powercreep, Coop, and Skill Inheritance. As such, many players (including myself) have began to use it as a fun way to dump stamina and acquire Py Shynpy along with using more niche leaders to up the excitement factor.

Soon after, GungHo released Arena 2 which was slightly rearranged to remove the easier spawns and to also include some new bosses that are incredibly dangerous and lethal to certain teams. Furthermore, with the introduction of a PreDRA Fire PreDRA floor, players were forced to bring either a true damage or poison active. The key to clearing Arena 2 was a healthy mixture of offensive capabilities combined with survivability and utility. It is also a great way to “practice” for Arena 3 as the spawns are quite similar and it is mostly an increased amount of damage/health from the bosses that differ between the two difficulties.

Arena 3

Arena 3 is structured almost the same as Arena 2 with the inclusion of an easy Tan floor and the Radar Dragons on floor 22. The Radar Dragons are the true bosses of the dungeon and have the scariest mechanics, largest health pools, and spell certain death for most teams. You have to go in with the mindset that certain Radar Dragons will kill you and you simply have to pray that you do not encounter those. Different leaders will have an easier time against certain Radar Dragons so take my strategies with a grain of salt.

My teams

When deciding which subs to bring for any challenging encounter, you want to maximize their value by striking a balance between active synergy, awakenings, and base stats. Through Skill Inheritance, you are able to further customize your team to your liking by bringing ideal bodies who can then inherit a stronger active. Of course, you have to use what you are given and it can make for some interesting team compositions.

I have made a few adjustments since my first clears to increase my consistency (that post can be found HERE).

For my latent choices, the Recovery RCV Latent and HP Imp HP have 4x the value on Myr teams due to the 75% damage reduction shield.

Mantastic’s Team
Card Inherit Latents Comments
Miru Sylvie Imp HP RCV Latent RCV Latent
Skill delay resist Skill delay resist
Sylvie may not combo with anyone, but their active is very powerful
Awoken DQXQ Awoken DQXQ RCV Latent RCV Latent RCV Latent
Skill delay resist Skill delay resist
Protects against skill delays
DQXQ LL Fire resist Water Red Wood resist
Light reduction Dark Reduction
Recover bind Bind Clear awakening helps remove binds from the team
Venus Saria RCV Latent RCV Latent RCV Latent
Skill delay resist Skill delay resist
Board changer and combos with Wedding Akechi W Akechi.
Using Venus for superior stats
2997 Saria Imp HP Imp HP Imp HPSkill delay resist Skill delay resist  

Paimon offers a strong base along with 4 orb enhance awakenings

His base skill is useful and is a superior choice to my previous Apollo

Fantastic’s Team
Card Inherit Latents Comments
Miru W Akechi RCV Latent RCV Latent RCV LatentSkill delay resist Skill delay resist Powerful orb changer than can combo with Saria or Gadius
Wukong bankai rodin Fire resist Water Red Wood resist
Light reduction Dark Reduction
To kill PreDRAs Fire PreDRA. Poison gives me an extra turn to set up board

Longer CD helps me use WK active after floor 12

Awoken DQXQ RCV Latent RCV Latent RCV Latent
Skill delay resist Skill delay resist
It’s DQXQ
Saria Imp HP Imp HP Imp HP
Skill delay resist Skill delay resist
Board changer and combos with Wedding Akechi W Akechi
Venus W Akechi RCV Latent RCV Latent RCV Latent
Skill delay resist Skill delay resist
Venus has a much better body than Wedding Akechi

To deliver lethal damage, I use my Saria + Wedding Akechi burst combo to produce a 2/3 board of enhanced light and 1/3 heart orb board.

Floor 1-12

There is not too much to say when going through the first 10 floors as they are relatively straightforward and I like to liberally use my actives. I then stall on the floor 11 Celestial as they do not have any funky mechanics and simply hit for 14,534 every turn. When I wish to kill, I make sure it is Mantastic who delivers the lethal blow to ensure Fantastic can use their poison to kill the PreDRAs on the following floor.

Floor 13-20

You should have all your actives up at this point (outside of your PreDRA ability sub). Make sure you remove all Jammers prior to floor 17 in case you encounter Lakshmi. I try to use actives sparingly here outside of my leaders (as they recharge twice as fast in coop). However, do not be afraid to use one if it would otherwise result in your death. There is nothing worse than dying with actives to spare.

You ideally want to have actives ready going into floor 21 and the subsequent floors.

Floor 21

This is the final floor before the Radar Dragons and depending on who you encounter, it can mean an easier time with minimal active usage or one that may require more intervention. Beelzebub is probably the worst spawn for every team as you MUST use an active of some sort to remove the poison orbs. If things go badly, you may require another one due to a poorly RNG-ed board. Athena has the most health of any of the the three spawns (10 million HP) so depending on your team, you may require an active. Do note that light based teams are very likely to gain additional light orbs. I require a row plus 1 light combo along with my heart cross to kill her. Divine Queen Hera is the easiest spawn for Myr and allows for easy stalling as she constantly removes light orbs. If I am having issues in the previous floors, I pray I get DQ Hera. When I want to kill her, I use Mantastic’s non-Awoken DQXQ if there are sufficient purple orbs to convert into light.

Radar Dragons on floor 22

There are five possible Radar Dragons on floor 22 and you have to go in with the mindset that your team will be favoured against certain ones while most likely dying to others. I have encountered each Dragon and have had varying success based on the spawn, what actives I had at my disposal, and who killed floor 21. I try my best to summarize their abilities; however, you should still check PADguide or Puzzledragonx for full info.


Hephaestus Dragon
2716

78,000,000 HP
50% resolve (+50% HP heal)
15 turn skill delay Preemptive
Half damage from water
Will kill you on turn 6 (or earlier)

Hephaestus Dragon is arguably the scariest spawn in Arena 3 and is practically impossible to clear when solo due to the 15 turn skill delay preemptive. At least in coop, your partner’s subs will still have their actives and this is crucial because he  will execute your team after a few turns as his damage ramps up to 425,012 on the 6th turn. This means you have to kill him beforehand and is challenging to do as he boasts 78 million HP. For myself and Myr teams, this is the most challenging as she has “low” damage and is heavily reliant on actives to hit bigger numbers as you require at least 6 light orbs for a row and 5 hearts for a cross (which will still not deal large amounts of damage).

The best strategy you can employ when facing Hephaestus Dragon is skills inherited on your leaders and subs (provided their base active is useful) along with skill delay resist Skill delay resist latents. However, this may not be practical for everyone and the more budget friendly strategy is having one player have the burst combo actives on their subs. In this case, that would mean having Mantastic sweep floor 21 (to have his skills delayed) and having Fantastic retain all their sub actives (biggest burst is Saria + Wedding Akechi) and pray you kill him before execution.


Noah Dragon
2717

Voids over 5M damage for 99 turns
31,150,000 HP
Absorbs 2 random colours every turn
Binds 1 sub for 1 turn
Hits for 17,013
Deals one attack of lethal damage when under 90%, 75%, and 50%
Dangerous when <50% HP as mechanics change
5 turn skill delay when <50%
Execution under 30%

Noah Dragon is the easiest Dragon to stall on and allows you to easily recharge any active as they only hit for 17,013 damage per turn. If you are playing a heart-cross leader, you can form your damage reduction cross every other turn and easily survive. The damage absorption can be frustrating and when combined with a 5M+ void and the safest strategy is to simply wait out the 99 turn 5M void and then giant burst when your colours are not being absorbed and a favourable card is not bound. If this is your first time, I would strongly recommend you do this strategy as if is safer, albeit somewhat boring.

However, many players are impatient and wish to find ways to avoid stalling for a small eternity. I have done both avenues, and going for a premature kill is only wise if you are very well aware of your damage output and trust your ability to hit under 5 million per card. The gist is knocking Noah Dragon to as close, but above 50% to avoid the delay. Then you wait for a favourable colour absorb and non-important sub bound. You still have to be careful, but it is better to deal too much damage than not enough as overkill results in a void and no movement of the boss’s HP. Knocking below 50% is possibly, but it will trigger a 5 turn active skill delay and cause them to switch to a 17k hit, 1 sub bind (+5,671 hit), and then a 99% cut every turn. Very unpleasant, but doable with a heart cross team or those who can heal tremendous amounts of HP. At this point, you wish to kill them as soon as possible. At 30% HP, Noah Dragon has around 10.3 million HP and gives you plenty of room to hit under 5 million per monster.

You also have to keep in mind the additional damage from the various Judgement attacks that occur at <90%, <75%, <50%, <30% as these hit significantly harder, but only occur once when passing each threshold. This also means you can have the <90% and <75% back to back so use damage mitigation accordingly.

Killing Noah Dragon before the damage absorb wears off.
—Noah Dragon video—-

I kindly skipped the 95 turns of stalling beforehand =)


Gaia Dragon2718

Voids over 6M damage
39,000,000 HP
75% damage reduction for 7 turns
Will do two 68k hits during this time
Makes Jammers/skips turn otherwise
7th turn causes board to go dark and 75% reduction drops off
If above 50% HP, absorbs 2 colours for three turns (each colour has 40% chance)
When above 50% HP, 25k hit and 3-5 turn skill delay, repeatedly
Under 50% will result in a -500% gravity. Used once
31-50% causes blind or orb lock
20-30% cause 5 turn sub bind or 10% boss heal
Execution under 20%

Gaia Dragon is a nightmare for many different teams. The first 7 turns are trivial for heart-cross leaders (or teams with over 68,255 HP) and allows you to somewhat stall for actives during their 75% damage reduction phase. However, they become the worst possible monster if your team does not have full 5 SDR Skill delay resist latents on each card. There is a certain amount of gambling involved with Gaia Dragon as they have a 40% chance to absorb your primary colour and then have you stuck in the permanent skill delay cycle. It is possible, albeit very difficult to push them below 50% during their damage reduction phase, but that means dealing 80 million damage. However you will receive a -500% Gravity if below 50%.

All of this makes Gaia seem impossible unless you feel lucky with the colour absorb and are able to kill right away in one go. Thus, I have found the most effective strategy is to actually kill during the 75% damage reduction phase or leave it at low health during the blind attack to solve in the dark and kill as you will be dealing full damage.

In order to successfully implement this strategy, you will need bring heavy orb changers and burst active abilities. You do not have to one shot or even kill within 7 turns, but instead try and push it as much as possible and kill in the dark after the 75% wears off. Gaia Dragon will always do the same 7 skill for the first 7 turns so you know exactly what will occur. That means there will not be any Grand Ray attack or any other ability during this time.

Remeber, Gaia Dragon voids all damage above 6 million, but with the 75% reduction shield, you have to hit 24 million to be absorbed.

Gaia Rotation

Gaia Dragon follows a specific rotation for her first seven turns:

  • Turn 1: make 3 jammers
  • Turn 2: charges up (no damage)
  • Turn 3: hits you for 68k
  • Turn 4: make 3 jammers
  • Turn 5: charges up (no damage)
  • Turn 6: hits you for 68k
  • Turn 7: board goes dark BUT 75% shield drops off at same time

Sample video of Gaia Dragon kill (this was done in coop in Arena 3, but the principle is the same if you bring enhance active as this Gaia Dragon has less HP):


 


Zeus Dragon
2719

Voids over 20M damage
78,000,000 HP
Execution at >90% and <20%
Abilities vary according to boss HP percentage (new ability every 10%)
Relatively easy to stall between 30-40% as he only spawns Poison and Hearts

Zeus Dragon is all around, the easiest Radar Dragon spawn for the average team. This is because he does not have any crazy mechanics and his main hurdle is a large amount of HP (with a 20M+ void). His abilities are dangerous, but you can somewhat control which one he does by modifying your damage and knocking him into a favourable zone. Which zone is best for you depends on your team and how much you need to stall. For a heart cross team or those with exceptionally high RCV, his poison + heart generation from 30-40% is the safest to stall on. Just match your cross and as many other heart orbs as possible. However, you have to be careful as he will become very dangerous at 20-30% and his execution is <20%.

Stalling in the poison zone is dangerous if you do not play a heart cross leader or a team with defensive multipliers.

The key to defeating Zeus Dragon is understanding your damage output and pushing him into a “safe zone.” It is possible to one shot Zeus Dragon, albeit unlikely as you have to come close to the 20M damage per card without going under 20% if you cannot make 8 combos afterwards. Naturally, you want to avoid the heart breaking ability between 50-60% as he will constantly remove your heart orbs.

—–zeus video goes here—-

This was my second ever Arena 3 clear where I was quite lost on what to do so it may be helpful to watch as it is a lot more stressful and shows many of the damage zones. Zeus Dragon starts at 25:59


Hera Dragon
2720

Absorbs over 2M damage
39,000,000 HP
Deals 86k damage on turn 2. Damage increases and alternates until you die
After every damaging attack, you are given a free turn where she heals you

Hera Dragon is another race against time encounter as she will execute you on her 12th turn. However, to complicate matters further, she starts by dealing 86k and ramping up to 181k prior to execution. This is certain doom for non-heart cross leaders as you will not be able to tank her various attacks (with actives) for very long as he alternates between damage and heal. In addition, you cannot deal more than 2 million damage per monster or you may heal her and erase all the hard work you did.

Thankfully for Myr, she is perhaps the easiest spawn of all the 5 Radar Dragons due to your ability to form a heart cross and having the light advantage to help minimize active usage. For myself, I will make up to 2 light combos (no TPA or Rows) and slowly chip her down. You also can take a break every other turn as she will skip a turn/heal you to full health. The key is damage control and no light skyfalls at the wrong time.

Floor 23-24

After the nightmare that is the Radar Dragons, you finally reach the Kalis! They have a mere 37,408,889 HP and have the same abilities as they did in the previous Arenas. All the has changed is increasing their damage output. You should always try to have a burst active ready to ensure you knock them below 65% to avoid their 150k+ attack. The 3 Py on the final floor have 0 mechanics, 6M defense, 24 HP, and hit for 7707 every turn. It would be embarrassing to die to them after overcoming such struggles. For heart cross leaders, your damage and shield carry over due to no preemptive.

Videos

As a fair warning, there may be some inconsistent issues with sound as I am uploading from my Twitch Stream and there may be copyright issues. I will try to update this as more recorded clears roll in.

Noah Dragon

I kindly skipped the 95 turns of stalling beforehand =)

Parvati & Vishnu

Helpful for those who are contemplating how to handle these absorbs

Hera Dragon

2 million absorb = 1 million light damage. Skyfalls are not my friend

Conclusion

Arena 3 is the most challenging dungeon in Puzzle and Dragons. It has some of the scariest encounters in a randomized manner that makes it more difficult to team build and counter. To make matters worse, the Radar Dragons are not a guaranteed drop and certain ones will kill even the most seasoned players. You sometimes have to go in with the mindset that you have less than 100% chance of clearing and have to be prepared for the worst appearances.

Hopefully your Arena adventures go smoothly. Let me know who  you use to tackle the Bipolar Goddesses.

Happy Puzzling!

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26 thoughts on “Myr: Arena 3 & Radar Dragon Strategies”

  1. Small spelling edit: under the Floor 21 sub heading, “minimal” is spelled “minimul”.

    Hope you don’t mind me pointing it out, and thanks as always for the great guides and analyzations.

    Like

  2. Great Arena 3 article, Mantastic! However, I have a few comments on the Radar Dragons that I feel are useful to know.

    1. Hephaestus Dragon: One strategy that is useful for Hephaestus Dragon is using a damage enhance on the turn you encounter him, if the team has one. With the damage enhance, you deal as much damage as you possibly can turn one, and if you somehow get him to the resolve, he just heals, and it would be as if you only hit him down to 51%.

    2. Gaia Dragon: I have faced Gaia Dragon several times, and from what I’ve encountered/calculated, she does indeed deal 500% when knocked below half HP. The best thing to do is use all 7 turns of 75% shield to hit her down to just above 50%, and then immediately go for the OHKO after the shield wears off.

    3. Zeus Dragon: This one is minor, but you should deal 7.8 million damage as soon as you encounter him, because he also has a 500% gravity above 90% HP. Raphael and the like won’t work either, as he dispels player buffs before Dragon Nova.

    Other than that, I love the article, and I see this being able to help out a lot of people who are trying to take this dungeon on. I look forward to more fantastic and Mantastic posts from you!

    Like

    1. EDIT: After watching the video in the comments below, I think that the best strategy for GaiaDra is instead just to knock her out in 8 turns and shielding the damage on turns 3 and 6.

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      1. Glad you enjoy my content Cobalt! I modified my content on Gaia based on the video shown below. It at least makes sense now lol

        As for the Zeus part, I mentioned that >90% and <20% is execution and for Hep, I suggested that team 2 has the burst on their subs to avoid the delay.

        Hopefully more people will be brave enough to attempt Arena 3 XD

        Like

  3. I dunno why but I don’t find Arena 3 all that bad. MachineZeus with two Rafael for Co-Op can clear this dungeon pretty safely. The MP-Dragons are still a pain tho (especially good old Hera-Dragon) I was also somewhat lucky and got the Zeus Dragon, I’m bot sure how viable he is tho, as the MP-Dragons are beyond their prime…

    You should definately put MachineHera and MachineZeus to the other Leaders, as they see the best co-op Leads so far (Liu Bei doesn’t count as he’s only good for farming)

    Like

    1. It is quite hard for me to imagine how Machine Zeus/Hera are able to clear Arena 3. Do you have video recording? It could be possible to get extremely lucky on spawns for you to succeed, but the chances are very very low. How many clears do you have?

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  4. For Gaia Dragon, players should treat her as Hephaestus dragon(funny enough easier since both have actives). Her first 7 skills are 100% priority over everything else(you can knock her into 20% like on her 4th or 5th and she wont do grand ray). after that, she does grand ray on her 8th turn and then proceeds with her other skills of color absorb, etc.

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    1. https://youtu.be/rlIqCuW-wjo is where I got the information confirmed on Gaia dragon. Reco does a challenge(the tamarodin challenge presumably or the tamaodin?) and I was surprised to see that Gaia dragon dosen’t do anything apart from continuing her skill set past 20%.

      I encountered this similarly with a friend and thought that we would die, but instead she blinded us on her last turn of shield. So that was a relief.

      Like

      1. Thank you very much for the conformation and information! I spent a great deal of time trying to find information on Gaia Dragon, but to no avail. I will be adding this clip into the post shortly =)

        And I do agree (after watching) that Gaia Dragon is simply a beefier, but easier to handle Hep Dragon as you have both team’s actives.

        Like

      1. know but for some reason it worken my myr team is all max level and +297 i only did a 3 orb light 3 orb 3-4 orb fire and a heart cross i think the fire attack did it that she only had 1/3rd of her hp that surprised me

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  5. Do you think that myr or ronove has a better chance solo? I’m running either myr(thor)/ apocalypse/ elia/ wukong(wukong)/ sakuya OR
    ronove(ra)/ vishnu/ indra(rafael)/ ame(hades)/ ragnarok dragon. Also, do you ever plan to run it without Fantastic’s help? Thanks!

    Like

    1. Ronove will most likely lose to Hera Dragon in solo so Myr is the safer choice generally speaking (Ragnarok Dragon will pretty much always heal Hera too).

      For your Myr team, you shouldn’t need to run Sakuya and instead run dual Wukongs to gain more orb changers/rows. You can always inherit a bind clear on Myr as put Thor on a Wukong instead.

      Like

      1. Thanks for the advice! One note about the ragnarok dragon though-I don’t have the killer awakenings on it. Would myr still be better?

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        1. Still weak against Hera Dragon in most cases and does struggle more due to wood vs Heph and may nee to stall 99 turns against noah (I could be wrong)

          Myr is stronger overall

          Like

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