You will not face the same Radar Dragon as you did the first time through as these challenges rotate so everyone will eventually face all three.
This set of One Shot Challenges will allow players to acquire a Radar Dragon outside of Arena 3. This is Fantastic for the general population as these dragons are required for the new evolutions for the original 5 Monster Point cards (Shiva, Neptune, Odin, Ra, and Yomi Dragon) as Arena 3 is out of reach for most teams. In addition, you have to encounter the correct dragon AND have it drop which can prove a frustrating experience. Conversely, this set of Challenges provides a fixed spawn and a guaranteed drop. However, you do not get to choose your encounter and are instead assigned one based on your starter dragon choice. This can be easily found as the coloured orb beside your in-game name. Finally, this challenge must be completed in solo mode, but you are able to stone to continue.
Just be aware that this is meant to be an end game challenge and many players will be unable to successfully clear it. With that being said, a wide variety of teams are capable of clearing this dungeon, but it is vital to be fully plussed, latented, and inherited where required.
If you wish to see my clears on Fantastic and Mantastic for Gaia and Zeus Dragon, check out my next post HERE to see the full team set up/latents/inherits.
For this set, I will be using Krishna on both accounts and will upload the videos when completed.
Which Radar Dragon do I fight?
Players are assigned a specific Radar Dragon to fight on floor 20 based on their starter dragon choice. This choice is indicated by the coloured icon beside your in-game name.
- Fire fights Noah Dragon
- Water fights Gaia Dragon
- Wood fights Zeus Dragon
For example, Mantastic started with fire and will fight Noah (Fantastic has Gaia):
Hurdles of solo mode and no duplicates
This Challenge must be completed in solo mode along with imposing a no duplicate cards restriction. This means that many system teams will be made unusable as they can no longer loop their skills and be forced to bring less ideal subs. This means that Kaede and Sumire will have to find new subs as they can no longer bring multiples of themselves (you can still use a friend’s leader). You can also try and uses high-stat, low cooldown cards as bases to inherit various actives or use a less evolved form of a key card if it can provide the similar benefits.
In solo mode, players will have to rely on themselves and their 6 actives for success. As such, you are left vulnerable to skill delays as you cannot use your partner as a pseudo shield. Thus, it becomes wise to either use Skill Delay Latents or Skill Inheritance to protect yourself.
On the positive side, cards with haste will have more impact as every card will benefit from it along with being able to choose a solo mode badge. What badge you choose to use will be based on your individual team, but you will generally want to improve your durability.
The Challenge dungeon draws similarities to Endless Corridors as there are 20 floors with each containing various spawns. Some floors will always have the same encounter while others will draw from a pool of bosses. Either way, the dungeon is designed to try and counter as many teams as possible and it is crucial you do your research prior to attempting. You are able to stone for a continue but I strongly advise against it unless you are near the end and certain for victory as it may be better to simply restart in most cases. Just remember that the Radar Dragon at the end is a guaranteed drop.
Apparently they changed the floors leading up to the Radar Dragon and I haven’t had time to take a close enough look to update this part yet. Always refer to Puzzledragonx for more information.
First off, congrats on making it this far! This dungeon is not easy to manage and you are finally on the home stretch. Who will spawn is based on your starter dragon’s colour, so please make sure you know check (can refer to the top of this article is unsure).
Unlike Arena 3, you do not have to worry about Kali at the end and should use every active you have available. My videos are all of coop Arena 3, but they still showcase how to play through each encounter along with having me not use all my actives as I still need to save them for the Kali after. One nice thing about this Challenge is that all the Radar Dragons are weaker than their Arena 3 counterparts and you know who will spawn instead of it being random.
Voids over 6M damage
75% damage reduction for 7 turns
Will do two 58,843k 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 58,843 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 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.
Remember, Gaia Dragon voids all damage above 6 million, but with the 75% reduction shield, you have to hit 24 million to be absorbed. The 500% Gravity will kill any team, even a heart cross leader as they can only survive a 399% gravity with a 75% damage reduction shield. You could in theory bring a shielding sub on a heart cross team, but you are better off with more orb changers.
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 58,843
- Turn 4: make 3 jammers
- Turn 5: charges up (no damage)
- Turn 6: hits you for 58,843
- 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 (I do not run an enhance on my team as I rely on the double Saria + Wedding Akechi for damage):
Voids over 20M damage
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.
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
A cleaner kill but has issues with sound as it was lifted from my stream.
Voids over 5M damage for 99 turns
Absorbs 2 random colours every turn
Binds 1 sub for 1 turn
Hits for 13,087 when above 50%
Deals one attack of dangerous damage when under 90%, 75%, and 50% (once at each threshold)
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.
Choose the video that has sound for yourself =)
Noah Dragon post 99 turns of stalling:
This set of One-Shot Challenges provides players with another opportunity to test their puzzling skills along a more reliable way to acquire a Radar Dragon. However, this is perhaps the toughest challenge to date and it will take careful planning and execution to be successful. Just be aware that not everyone will be able to complete this dungeon, but if you are close, you can stone for a continue.
Let me know what team you plan on using and if you are excited about the the chance at a Radar Dragon.
I will be recording my clears and will upload them to YouTube.