Introduction
Arena 3 is now half stamina (and double rank EXP) courtesy of the latest maintenance update. This will allow more players the opportunity to play as it is less punishing from a stamina point of view. At the time of this posting, I have what I guess is 100 clears (and 29 Radar Dragons) and will begin to diversify the teams I have use and plan to play other interesting leaders due to the reduced stamina cost.
This post will be used to keep track of all the teams I have used to successfully clear Arena 3 and will be edited as changes are made or as new teams clear the dungeon. I will be revamping/re-releasing a comprehensive Arena 3 guide in the near future as I wish to keep these two thoughts separate for easier reference.
Just keep in mind that many teams are capable of clearing Arena 3, but will require varying degrees of luck and favourable Radar Dragon encounters to succeed. Remember, strange teams may only be able to clear one of the five Radar Dragons and would also need easy spawns leading up to them etc.
As a final note, I am missing most of the end game leaders/subs and will probably never be able to play them, but that does not mean they are incapable of clearing Arena 3. Thus, this post will only show what I have at my disposal.
I highly recommend you watch my Twitch Stream from time to time as I regularily clear Arena 3 there.
Video commentary
—video goes here—
General team building guidelines
Arena 3 is a grueling 24 floor dungeon that features some of the hardest encounters in the game. Furthermore, each floor is chosen randomly form a fixed pool of spawns that can further hinder team building decisions, but here are a few guidelines to keep in mind (I will go into further detail in my Arena 3 guide):
- A delay of some sorts (for some teams)
- A way to manage binds
- A way to overcome the PreDRAs
- Ability to clear at least one of the Radar Dragons (more is better)
- Having the capacity to overcome the Kali >65% ability
I have found that a poison, delay, or optimal board burst is better than true damage against the PreDRAs. Poison allows you to set up your board against the following floor as well as preventing the jammers from Parvati. A delay is always valuable and can can help you stall out later floors, avoid resolve, or simply take a moment to recover. Finally, massive burst damage means no wasted active slots against PreDRAs.
Teams used to clear Arena 3
All of the following teams have successfully cleared Arena 3 at least once. Their consistency varies; however, I am doing my best to improve them on an individual basis through better latents, inherits, or sub choices. Any changes made in the future will be reflected here.
Team A designates the player who is to absorb the Hephaestus 15 turn delay (by killing floor 21). They may possess either more utility-based actives along with having long inherits to help prevent their base active from resetting. Team B is the side that ideally has the more offensive actives and has a lower dependency on Skill Inheritance to act as pseudo delay protection. They may possess your burst combo or various orb changers and ideally has no utility.
Myr teams
My Myr teams boast the highest win rates (guesstimating 95%) along with being responsible for the majority of my clears. My teams have undergone numerous changes to better min-max my chances of success and I am relatively happy with their current set up.
The team is heavily invest in Skill Delay latents as I plan on using this team for other end game content.
Another nice aspect of Myr is the relatively quick clear times. This is partially attributed to playing the dungeon so many times, but also due to the fact that a heart cross and TPA kills many of the earlier floors. A single row will kill everything outside of the end floors.
Fantastic’s Team (B) |
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Card | Inherit | Latents | Comments |
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Combo with Saria |
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To kill PreDRAs ![]() Longer CD helps me use WK |
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It’s DQXQ |
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Skill delay protection |
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Venus has a much better body |
The team relies heavily on the Saria + Wedding Akechi burst combo as it results in around 10 million damage per card with an optimal board set up.
I use the poison as it can be challenging to always hit over 10 million on the PreDRAs.
I discuss this team in more detail HERE.
Krishna teams
Krishna is my second most used leader for Arena 3 and has around a 70-75% win rate. This is largely attributed to inability to kill Hera Dragon without an inherited shield along with somewhat difficulty hitting under 2 million due to the heavy variance in damage from enhanced/non-enhanced orbs. Being a non-heart cross leader means you are more vulnerable to gravity-based attacks along with leader binds further decreasing your chances of success.
Due to the orb hungry nature of Krishna, his clears are somewhat slower due to the heavy reliance on requiring 9 fire orbs to deal sufficient damage. This usually results in active skill usage along with restalling on easier floors or an attempt to hoard 9 fire orbs without an active.
Krishna is still a very powerful leader all around and has room for improvement through better latents and inherits.
Mantastic’s Team (B) |
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Card | Inherit | Latents | Comments |
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Delay to overcome resolve floors | |
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Autoheal was all I had
Combos with Sanada |
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– | Combos with Urd for burst | |
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– | Additional orb changer |
Fantastic’s Team (A) |
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Card | Inherit | Latents | Comments |
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Upgraded active |
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– | Autoheal was all I had | |
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Combos with Leilan
Using as SDR protection |
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Combos with Yamato
Upgrades her active |
Compared to my Myr team, Krishna is relatively short on full board changers and this can put constraints when dealing with Beelzebub as there are fewer opportunities for optimal burst boards.
More information about my Krishna team used for Arena 3 can be found HERE.
Reincarnated Lakshmi teams
Reincarnated Lakshmi has proven to be a fun and fast-paced leader to play in Arena 3. Unfortunately, she is not very consistent due to the struggle she faces against Gaia (must bring a shield to tank the turn 3 and 6 hits along with water versus wood) and Hera Dragon as you must have a shield and have very few turns to kill. Furthermore, Noah Dragon can be problematic as you cannot survive the Second Judgement attack without a shield. Thankfully, Zeus Dragon is still an easy encounter.
Negative aspects aside, Lakshmi is still a powerful leader as you are able to fully recover your HP with very few heart orbs along with being less orb hungry as you require two different elements as it is far easier to hoard 5 hearts and 4 water than 9 fire. Lakshmi is well equipped to deal with all the floors leading to the Radar Dragons.
I rely on an optimal burst board to kill the PreDRAs and this only fails if it is two wood ones spawns.
Most of the team was already +297 and had latents as I did use Blue Sonia long time ago and still utilize Sarasvati.
Mantastic’s Team (B) |
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Card | Inherit | Latents | Comments |
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Combos with Ryune
Want to move to Sumire |
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Skill Delay protection |
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Burst damage
Blue Odin has a better body |
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Amazing sub |
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– | Skill delay protection |
Fantastic’s Team (A) |
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Card | Inherit | Latents | Comments |
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– | Upgraded active |
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Skuld had the +297 | |
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Emergency delay
Shield for Radar Dragons |
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Combos with Andromeda |
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– | – | Combos with Urd |
I was able to record one of my clears for Reincarnated Lakshmi but have mostly found myself using her to quickly clear Arena 1.
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Awoken Umisachi & Yamasachi teams
I only have a single clear with the Wonder Twins as their glass cannon nature is vulnerable to nearly every mechanic along with the pressing need to have activatable boards. It is challenging to heal and deal damage with Awoken U&Y as their active skill removes heart orbs so you have to either find a floor to stall and heal more than the incoming damage or orb change and proceed. It is also challenging to accommodate a bind clear, shield, board refresh, and orb changers as pretty much everything can and will kill you in Arena 3.
144x (2 water, 1 wood, 1 dark, 1 light) is usually enough to kill the majority of the spawns outside of wood bosses. Throwing in a water TPA skyrockets the damage, but this still means you are reasonably orb hungry. 400x kills pretty much anything.
On the plus side, U&Y is capable of clearing Gaia Dragon which is not normally possible for most water teams.
I have since changed my team as I plan to play more Arena 3 with Awoken U&Y and I will show both the old and new team.
New team
This team should have marginally more success due to additional movement time and an extra board changer.
Mantastic Team |
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Card | Inherit | Comments |
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– | Makes water and dark orbs |
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Kali has better awakenings/body
Sherias upgrades her active |
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– | Makes water and wood orbs |
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– | Luck-based board change |
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Best shield I own |
Old team
Mantastic Team |
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Card | Inherit | Comments |
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– | Makes water and dark orbs |
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Kali has better awakenings
Sherias upgrades her active |
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– | Makes water and wood orbs |
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– | Luck-based board change |
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Best shield I own |
Fantastic Team |
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Card | Inherit | Comments |
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– | Makes water and dark orbs |
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– | Makes water and wood orbs |
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– | Luck-based board change |
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– | Emergency delay |
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75% shield |
I enjoy the rainbow/water focused playstyle and would love to play Ra Dragon one day. Below is my video clear for U&Y:
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Meridionalis
Arena 3 Meridionalis |
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— — Card |
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Yomi Dragon
Arena 3 Yomi Dragon |
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Inherit | – | ![]() |
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— — Card |
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Inherit | ![]() |
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Conclusion
My hope is that this post provides some inspiration into how a variety of teams can tackle Arena 3. I plan on updating this post as new clears come in or modifications to existing teams are made.
Let me know what you have used to clear Arena 3 and how consistent you feel it is.
Happy Puzzling!
For the Myr team, I am curious why you use Paimon as a base, rather than just another max-skilled Myr, who would provide an unbindable 1000 weighted base with both a row and TPA, and almost as many orb enhances.
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It’s probably because paimon creates light and heal and charges skills whereas myr makes too many heal orbs and no light. Unbindability as a sub means that you hope to use them with a bind clear inherit or just more convenience. Paimon also has way more hp and farming more myr is boring.
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Ditto for the Saria base.
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The main reason I use Paimon as a sub is because of the base active being superior to Myr’s. Myr does have better awakenings, but I prefer a light/heart orb generator. This becomes more important when facing Hepheastus Dragon and having Mantastic’s team reduced to base cooldowns provided inherits were charged up. The light orbs are required to help kill down Heph and Kali along with providing haste for the leaders.
The base Saria is to help keep Fantastic’s burst combo side more intact (less stalling) as you want to have those actives available right away after using them mid way through the dungeon. It also prevents bad Kappa spawns on floor 1 as you can board change all the jammers and not have to deal with the water skyfalls (DQXQ may not be able to make enough hearts/light orbs).
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Who in their right mind would want to subject themselves to hypermaxing another myr? Paimon is a trap we can all get behind!….!
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I’m not amazing hypermaxing another myr if it would be better but I prefer paimon’s active for the above reasons =P
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I am Yr Fanclub now, very good review help me a lots.
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Glad you found it helpful =D
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Thanks for the detailed break down of your experience with the dungeon!
I look forward to seeing what further Arena 3 content you put out – something that would interest me specifically (and that I’m sure you already have in mind – is it on the blog already and I missed it?) are outlines of what your strategy tends to be with each radar dragon (stall, burst to 50%, kill, etc., etc.).
It’s tricky trying to glean exactly how they work just from looking at PAD Guide or PADX as their attack patterns seem quite complicated at first – for example, reading the PAD guide entry didn’t really indicate to me just how easy it was for Bmyr to stall on Noah Dragon, and I didn’t realize I could leave her at full health to get my skills up till I actually tried it.
Thanks again for the continued quality of your posts 🙂
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I have already published an Arena 3 guide a few months ago, but plan on updating it as I have more experience there and whatnot. It will explain all the Radar Dragons in full detail as it can be confusing without actually encountering them numerous times =)
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You should take a look at revo Minerva for arena3. She has a 100% clear rate solo and cheese the whole dungeon using two el dorado, lifive and charite. Baldin (or Ganesha), hades,kirin,saria and rgy are used as inherits. 100% resist against fire does wonders.
I am farming arena 3 with this team since revo Minerva was released, and it is indeed easy.
More info on that here : http://puzzleanddragonsforum.com/threads/excited-for-this-farmable-revo-minerva-arena3-team.97970/
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Are these all co-op? If so, are solo runs of arena 3 possible?
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Solo is certainly possible, but you decrease your chances of winning and require stronger teams and Inherits to cover as many mechanics as possible. Also, it is almost an auto lose on Heph unless well planned
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Just posted this on reddit pad, then I saw this post…
https://ld.reddit.com/r/PuzzleAndDragons/comments/5jz9oc/team_arena_3_kaede_solo_preperation/
Since you have so much experience with arena 3, I would love to hear your input.
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I do not have any experience with Kaede (as I do not own her) so take anything I say with a grain of salt
As the comments on your Reddit post state, it is hard to build a one team beats all as Heph and Hera are to very different spawns that require unique set ups to deal with in solo.
With that being said, Zeus, Noah, and Gaia should be straight forward so you would be adjusting your team set up based on who you want to face and simply accept the loss if you find the wrong one
Generally speaking, you would want a delay for Vishnu as he has a 1/3 chance to remove heart orbs while Ilsix can be dangerous as you will not have wood orbs (so either a water -> wood or shielding inherit). Outside of those, you should be okay leading up to the Radar Dragon
Rparvati is a stronger bind clearing option than Weejas as a base so use her if possible for more passive damage
I am going to make the presumption that tri-colour boards with haste are ideal.
Thus, your team would have the Gemstone, delay, board changer, flex on Kaedes with a bind clearing option on Parv/Weejas
The more SDR on your team, the better
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