One-Shot Challenge 6 Guide – How to deal with Zeus, Noah, and Gaia Dragon

Important change

You will not face the same Radar Dragon as you did the first two times as these challenges rotate so everyone will eventually face all three.

Introduction

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 Monster Point cards as Arena 3 is out of reach for most teams. The problem with Arena 3 is that 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 (unlike Arena 3).

Just be aware that this is meant to be an end game challenge and many players will be unable to successfully clear it. I would place the difficulty of the One-Shot Challenge to be similar to Arena 2. This is because you know the spawns and can carefully plan around each encounter unlike the randomness of Arena 2; however, the Radar Dragons are significantly harder than any other spawn.

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 Lakshmi on Mantastic and still deciding for Fantastic. Regardless, I will upload the videos when completed.

Video commentary

–video goes here—

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 Fire fights Zeus Dragon
  • Water Water fights Noah Dragon
  • Green Wood fights Gaia Dragon

For example, Mantastic started with fire and will fight Zeus (Fantastic has Noah):

Crown rank feature

Hurdles of solo mode and no duplicates

This Challenge must be completed in solo mode along with imposinga 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 Ult Kaede and Sumire Ult 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 Skill delay resist 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.

Dungeon overview

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.

Notable spawns prior to Radar Dragon

Each starter dragon will face a different set of monsters leading up to the Radar Dragon. There may be some common floors, but it is wise to check your particular spawns to ensure you are able to feasible counter all of them. Generally speaking, teams that have some form of defensive multiplier will do better as the dungeon is unforgiving to glass-cannon leaders.

I will not be listing every single spawn as some are straight forward, but instead will be highlighting who I feel will be major hurdles to overcome.

Fire Fire starter spawns (Zeus Dragon)
  • Floor 5 has Zhou Yu and it is highly advisible to burst him down on turn 1, delay, or use a heart cross leader.
  • Floor 8 has Folklore and he will disable your awoken skill for 3 turns. He will also hit for up to 25,940 damage every 3 turns along with having the chance to do a 99% gravity.
  • Floor 9 has a random dragon that delays your skills by 0-2 turns along with the chance at a 21,832 preemptive.
  • Floor 10 Alfecca has a 76% resolve and 4 million HP. He tends to produce water orbs and will also absorb water for 3 turns when under 75% HP. He does have a 5 turn status void which can be stalled out. Thus, the best strategy is either a delay after 5 turns or 25%+ gravity
  • Floor 15 has Indigo who will deal 16,214 damage as a preemptive along with turning the board into all 5 colours and producing locked jammer and poison orbs. She also has over 14 million HP and has the tendancy to produce water, jammer, and poison orbs.
  • Floor 18 has a 50% chance to spawn Beelzebub who will convert your entire board into poison orbs. Have an active skill prepared.
  • Floor 19 has Zeus & Hera who have just under 12 million HP. They are problematic due to the combo shield, 50% resolve, and ability to bind God types under 40%. Generally speaking, you can defeat them in several ways: delay when their status void drops every 2 turns, have a counterattack active, or burst them down to 1 HP to trigger resolve and then tickle under 50% and kill as normal.
Water Water starter spawns (Noah Dragon)
  • Floor 5 has Kaguya-Hime and she possesses a 75% resolve. Not the hardest spawn to deal with, but be aware she binds all devil type cards once her health drops below the resolve threshold.
  • Floor 8 has Folklore and he will disable your awoken skill for 3 turns. He will also hit for up to 25,940 damage every 3 turns along with having the chance to do a 99% gravity.
  • Floor 9 has a random dragon that delays your skills by 0-2 turns along with the chance at a 21,832 preemptive.
  • Floor 10 has Umisachi & Yamasachi who will absorb wood damage for 10 turns along with removing your heart orbs every other turn
  • Floor 15 has Aamir and he focres you to stall for 2 turns before killing. Does a reasonable amount of damage every turn
  • Floor 18 has a 50% chance to spawn Beelzebub who will convert your entire board into poison orbs. Have an active skill prepared.
  • Floor 19 has Zeus & Hera who have just under 12 million HP. They are problematic due to the combo shield, 50% resolve, and ability to bind God types under 40%. Generally speaking, you can defeat them in several ways: delay when their status void drops every 2 turns, have a counterattack active, or burst them down to 1 HP to trigger resolve and then tickle under 50% and kill as normal.
Green Wood starter spawns (Gaia Dragon)
  • Floor 5 Homura has 2 million HP and 76% resolve. Will simply disable all your awoken skills for 3 turns when the resolve is triggered. You do not need them for the next floor anyway.
  • Floor 8 has Folklore and he will disable your awoken skill for 3 turns. He will also hit for up to 25,940 damage every 3 turns along with having the chance to do a 99% gravity.
  • Floor 9 has a random dragon that delays your skills by 0-2 turns along with the chance at a 21,832 preemptive.
  • Floor 10 has Gaia and she will absorb fire damage for 5 turns. Will hit for 21,510 when below 30% HP
  • Floor 15 Hephaestus has 6.6 million HP and has a 75% damage reduction shield for 5 turns. If you are able to tank out his next 5 attacks (up to 26,157 damage on the final attack), you can then easily kill him after the shield drops off. On his 6th turn, he will deal 114,436 damage
  • Floor 18 has a 50% chance to spawn Beelzebub who will convert your entire board into poison orbs. Have an active skill prepared.
  • Floor 19 has Zeus & Hera who have just under 12 million HP. They are problematic due to the combo shield, 50% resolve, and ability to bind God types under 40%. Generally speaking, you can defeat them in several ways: delay when their status void drops every 2 turns, have a counterattack active, or burst them down to 1 HP to trigger resolve and then tickle under 50% and kill as normal.

Radar Dragons

The Radar Dragons all spawn after Zeus & Hera and who you face will be based on your starter Dragon colour. Zeus and Noah Dragon are more forgiving as you can feasibly stall on them; however, Wood starters should try and have every active available as it is wise to kill within 7 turns.

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.

Gaia Dragon2718

Voids over 6M damage
33,500,000 HP
75% damage reduction for 7 turns
Will do two 58,843 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 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 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 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 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):


Zeus Dragon
2719

Voids over 20M damage
67,000,000 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 RCV multipliers. HP modified teams will take larger amount of poison damage.

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.

In an ideal world, you hit Zeus Dragon to as close to 50% as possible, but not below. Then you follow up with burst actives that will not cause your cards to hit over 20 million.

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.


Noah Dragon
2717

Voids over 5M damage for 99 turns
27,300,000 HP
Absorbs 2 random colours every turn
Binds 1 sub for 1 turn
Hits for 14,951 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 14,951 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 5 million damage void. The safest strategy is to simply wait out the 99 turn 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 it 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 possible, but it will trigger a 5 turn active skill delay and cause them to switch to a 19,935 hit, 1 sub bind, 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.

I have successfully killed Noah Dragon in two turns with Myr as I knocked him down to around 25% and triggered the 75% damage reduction shield and first Judgement hit. However, I did not record the run, but the idea works in principle for other teams.

Killing Noah Dragon before the damage absorb wears off.
Choose the video that has sound for yourself =)

https://player.twitch.tv/?video=v100985843Watch live video from on www.twitch.tv

Noah Dragon post 99 turns of stalling:

Conclusion

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 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.

Happy Puzzling!

23 thoughts on “One-Shot Challenge 6 Guide – How to deal with Zeus, Noah, and Gaia Dragon”

  1. I have the optimal uuvo radra team, so I can’t wait to get zeus dra! I just need to evolve my mech zeus, which will require quite a bit of monday/tuesday dungeon runs, but it will be worth it! Aizen, BMyr, RaDra… that’s a pretty badass team setup, woot 🙂

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    1. At least evolving mzeus (I still need to do mine, but not for Ra Dragon) is just a matter of grinding easy dungeons. What team did you tackle this one shot challenge with?

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  2. Your guides are so good that i fell ashamed to not be able to clear this dungeons….

    Congratulations man, you are #1 for me!

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    1. Don’t feel ashamed! My guides are here to help you improve and everyone starts at a different place. These may feel easy for me as I have cleared Arena 3 countless time. However, you will get there one day!

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  3. Minor typo in the section on Noah Dragon, where you have “as if is safer” (should be ‘it’ I think, not ‘if’).

    I plan to actually try this with my Kaede team later, as Noah Dragon is very forgiving and I shouldn’t have to use actives at all while stalling on it. Even without any skill inherits, I feel confident that I can handle most of the spawns. Floors 16-19 might get a little hairy if I have to use my actives constantly due to orb troll, but hey, I spent the last week farming Myr and I just beat Ultimate Dragon Rush today, so I’m feeling good about this.

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    1. Thanks for the keen eye!

      The nice thing about Noah is that you can liberally use actives leading up to floor 20 as you will be close to full HP with Kaede. You can then easily stall for other actives and be on your merry way

      Also, congrats on your progression!

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      1. Well, I just mucked up my first attempt because Folklore shot me with his blind a turn earlier than I thought he was supposed to and I didn’t heal enough/cross. I declined to stone through it, but dang it just feels so soul-crushing when a smooth run gets derailed like that.

        Guess I should invest more into my Thumbelina, she’s the only thing not hypermaxed on my team lol

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        1. 2nd run update: Light Izanami kept removing my wood orbs, skyfalls kept making me one-shot Kaguya into her resolve until finally they didn’t (they just decided to push her into her constant Ascension phase), heart orbs refused to drop for a while against U&Y except during the turns they would take them away, Zaerog absorbed light so of course I got an errant light skyfall when going for the kill THREE TIMES IN A ROW, Belial wouldn’t die and I accidentally messed up my cross (so I spent a stone), and Zeus and Hera took forever (4 iterations of trigger resolve, poke to below 50) thanks to orb troll.

          Then I had a wood TPA skyfall while trying to stall Noah Dragon out, punched him down to his 90% hit on a turn when I didn’t cross. I could have just restarted…but I went for it. I refuse to let this troll of a run beat me.

          Day 252409: I’m still in the process of running his shield out.

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          1. Welp, I lost my second run after like 50 turns of stalling because more wood skyfalls dropped Noah down to about 20%. That’s 2 stones wasted. Then I lost my third run because it was late (don’t play PAD sleepy), then *finally* I beat it on my fourth attempt. I had to stone at the very end because, wouldn’t you know it, wood skyfalls dropped Noah to just below 50%. I ended up killing it with 60-something turns left on the shield.

            So yeah, pretty much the only danger Kaede faces against Noah Dragon is wood orbs falling down at the wrong time when Papa ND doesn’t absorb it…which is distressingly likely if your luck is anything like mine, regardless of how well you try to manage the orbs.

            For reference, my subs were Verdandi, Thumbelina, Ronove, and ReParvati, all hypermaxed aside from Thumby. No inherits.

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            1. Yessir. That last run was much nicer to me overall; I just figured I’d share my biggest PAD horror story to date XD

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  4. I used my stock myr team- myr with dqxq inherit, wukong, saria, apocalypse, A. DQXQ. It took me a few runs but I got there. I’m happy I got a Noahdra but am still bummed I missed out on a Zeusdra for my Radra (so many dragons). I’m hoping I don’t have to go beat arena 3 to get one as I’m only still trying to figure out arena 2.

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    1. Congrats on acquiring Noah Dragon =D As for Zeus Dragon ever rotating back, I am not sure if it will. JP has much easier access to Radar Dragons so NA will probably do something to help players catch up who are unable to clear A3

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  5. Oh god, I finally did it. After failing constantly over the past few days, I finally beat Gaiadra with my BMyr team. The dungeon’s not that hard overall but, those last two floors man. Zera especially is just such a pain to try to conserve skills on. Now if you’ll excuse me, I’m going to go actually start working on my LMyr now.

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