The Yamatsumi Tournament comes to North America 8-9 months after Japan and has the all attributes restriction. All attributes forces to bring at least one (sub)element of fire, water, wood, light, and dark. This could cause you to use less than ideal teams as you may be required to bring subs that are simply there for colour coverage. Thus, you may have to heavily rely on Skill Inheritance for success.
The 8-9 months of delay will most likely result in different teams being used as JP players did not have access to the same cards as we do.
In these ranking dungeons, we are scored based on 3 criteria:
- Average combos made: 5,000 points per combo
- Time Remaining: 500 points per second remaining
- Maximum damage: up to 10,000 points if you hit 40 million.
Be aware that you will incur -5,000 for using an active to kill a floor without matching combos.
—talking about the dungeon itself—-
JP top 10
The JP top 10 all consisted of that style of Anubis teams that brought Lucifer for true damage along with 5 Sonia inherits to produce bi-colour boards. Unfortunately, most players do not possess 5 Sonias to inherit or the skill to match at that level. In addition, North America has access to significantly more cards than JP did so the teams we use to may greatly differ.
The goal of any ranking tournament is to clear the dungeon as fast as possible and only take one turn on every single floor. Thus, speed is crucial to your success and the less actives you use, the better your score will be as they add additional time to the end result. However, you should always use an active if it can save you from wasting a turn.
All ranking dungeons have a certain degree of luck involved, but this one seems to be exceptionally high as many things can go wrong and are challenging to counter when trying to balance all attributes.
The following table breaks down all the spawns and relevant killers that can be used:
As mentioned earlier, this dungeon has a lot of RNG due to the fact that the first floor produces 10 jammers at random, floor 3 binds a random monster, and the jammer skyfall can result in horrible board for floors 5-6. It will be challenging to overcome all these mechanics and full board changers are to a certain extent the best counter to jammers. The binds can be partially mitigated via bind immune cards or the solo mode bind immune badge.
Keys to success
Despite the luck factor involved in ranking dungeons, there is a large degree of skill involved and more rewarding to players who do their figurative homework. However, you still need an able bodied team to succeed and there are a few key aspects to look out for when choosing a leader/team:
Ease of activation
Unconditional leaders with an additional activation requirement are wonderful for ranking tournaments. You are able to use the base multiplier to sweep the easier floors and then have burst damage readily available. A wonderful example is Aizen who has a flat 36x ATK and then exceptionally high damage with each dark cross.
Conversely, the more unconditional your leader skill, the better. You ideally want to be mono-colour as it is easier to activate along with a lower chance at orb troll compared to a rainbow leader. With that same train of thought, a combo based team will also be able to do well as you only need a few of your important orbs for large damage.
Hit damage cap
Dealing 40 million damage on a single floor will yield 10,000 points and is crucial to success. With ample access to numerous glass cannon leaders (who excel in ranking tournaments), you should be able to put together a viable team. The higher the multiplier, the easier it will be along with the decreased need to bring a damage enhancing sub.
In addition, you should try your best to make use of Killer awakenings as these add 3x damage for that particular monster against certain bosses. In this dungeon, God Killer has the most relevancy as three of the seven floors are God type.
You only need to deal large damage once and can match as usual on the other floors. You burst should be done on floors that your team deals double damage (eg. Floor 7 for Fire teams).
Use as few actives as possible
Each active skill used will add a couple of seconds to your clear time which will lower your final score. Thus, you should try your best to minimize their usage.
It is also worth noting that actives that have dual effects have a longer animation time. Eg. Claire is superior to Castor from a heart breaking perspective as the haste animation wastes another second.
Bring a counter to the PreDRA
The PreDRA on floor 5 has only 45 HP, but 10 million defense. This is will prove to be problematic for many teams as they cannot simply burst their way through. Thus, you will need to find a way to deal with them and outside of burst damage, can be done in three different ways:
- True damage will instantly kill the floor and allow you to proceed to the next. No active skills will be charged up and your combo count will not be altered. This is the fastest method; however, you will be also penalized 5,000 points.
- Poison will deal a fixed amount of damage that ignores defence. This can be achieved by a 0 combo match, but is quite slow from an animation point of view. You should ideally use this turn to tidy up the board from the jammer skyfalls.
- Defense break will reduce the PreDRA’s defense by a certain amount, but 100% is the best. This will allow any colour match to kill it as it has only 45 HP. This is faster than poison from an animation point of view, but does require at least 1 combo to achieve.
All of the high end JP clears used true damage of some sort and this may have been to preserve their high combo count as you can only have so many Sonia actives as their boards tend to be flooded with Jammers.
Potential leaders to use
These are some of the leaders off the top of my head who I feel could do well. This will not be an exhaustive list, so feel free to add your own insight in the comments below.
Remember to turn off the skill confirmation animations through Others -> Options -> Dungeon -> Skills Off to save a couple extra seconds.
Hopefully this overview will help shed some light on how to better approach the Yamatsumi Tournament. You should always try to push yourself to achieve a new personal best as the rewards (and quest rewards) are reasonably lucrative.