Guerrilla Radar Dragon Dungeons are Coming to North America


With the announcement of free 390,000 Monster Points being given out to all players over the course of March along with the highly anticipated evolutions for the original 5 MP Dragons, many players are excited to take the next step in their Puzzling adventure. However, these evolutions are challenging to perform and very few players are actually able to clear Arena 3 and acquire the Radar Dragon they need. Thankfully, we will now gain the ability to “easily” acquire any Radar Dragon of our choosing through a special hourly dungeon.

While this is great for the most part, these dungeons are actually very challenging and feature their respective Radar Dragon in a buffed form compared to their Arena 3 counterpart. However, the dungeon is quite short in nature and there are many different strategies for efficiently dealing with each encounter along with the option to simply stone to continue if you badly need the drop.

I plan to clear and record all of the dungeons and will upload the team/video to this post as they are released.

If you want to read more about which MP card to purchase, please refer to my guide HERE.

Video commentary

—video goes here—-

2716 Hephaestus Dragon

Dungeon for reference
—hippo video goes here—

Hephaestus Guerrilla Team – 21 Skill Boost
Inherit SDR

3069 A Hermes Blue Sonia 3103
3391 A Sun Quan  Blue Sonia A Hermes 3069
Inherit Raphael  SDR
Hephaestus Guerrilla Steps
Floor 1 Player 1: Karin  + Hermes A Hermes, optimal board
Floor 2 Player 21 combo
Player 1
Player 2: Raphael Raphael swipe
Player 11 combo
Player 2: Sun Quan  A Sun Quan, Hermes A Hermes or Blue Sonia Blue Sonia
Player 1: 0 combo, do not kill
Player 2: Kill via ping as Apollo is at 1 HP
Floor 3 Player 1: Mori 3103, Sarasvati 3069 & try to push below 50%
Player 2: Push below 50% if triggered resolve. Use any actives
Player 1: Blue Sonia Blue Sonia, Sarasvati 3069 Kill

Karin  has God and Dragon Killer which enables her to deal incredible burst damage against all 3 floors and 9x to Heph.

You should plan out who will be receiving the 15 turn skill delay and try your best to use actives from that side wherever possible. In my case, Player 2 is delayed.

On the final floor, you can trigger the resolve as it will heal him to 50% HP and 1 health. You simply need to ping with any source of damage to remove the resolve.

Sarasvati could easily be replaced by any high damage glass cannon leader. You should prioritize heavy orb changers as it is simply a burst and kill scenario.

If unable to inherit Raphael Raphael, can simply use him as a sub or use a large shielding sub to survive. Do your best to return to full health every turn.

Killer awakenings are very powerful here as there is no absorption mechanic and the resolves are not too hazardous. You can hit Heph into resolve and then have him resurrect without taking any damage.

2717 Noah Dragon


Dungeon for reference
—noah video goes here—

Noah Dragon Guerilla Team
Inherit A Hermes Carat 3239 Skuld ult evo Susano

3276 Blue Sonia Blue Sonia Bankai Andro 3069
Blue Sonia 3103 Bankai Andro 3069 3276
Inherit A Hermes summer urd Indra Awoken Oorochi

Do not bring a dark team. Also, find a team that has very high damage output. Pretty much the only hard requirements. You can simply stall the 99 turns, but that is quite a grueling experience and if you want to kill faster, you need to have appropriate damage control. Do not use Killer awakenings.

Noah Dragon VOIDS all damage above 5 million. Void means it will deal 0 damage when dealing more than 5 million damage and means cards like Fujin 3414 have no effect.

The above team is pretty much my Arena 3 team.

2718 Gaia Dragon

Dungeon for reference
—Gaia video goes here—

Gaia Guerrilla Team



2719 Zeus Dragon

Dungeon for reference
—Zeus video goes here—

Zeus Guerrilla Team
21 Skill Boost Needed
Inherit Awoken Yomi Green Odin Sakuya

A Liu Bei Tengu Ult Zeus Dios Avalon Drake Ult Zeus Dios
Tengu Ult Zeus Dios Sasuke flex A Liu Bei
Inherit Raphael Lumiel 3270 Sakuya
Zeus Guerrilla Steps
Floor 1 Player 1: 1 combo
Player 2: Raphael Raphael -> Dios Ult Zeus Dios Swipe
Player 1: PASS
Player 2: Ping for 1 damage
Floor 2 Player 1: Green Odin Green Odin -> Dios Ult Zeus Dios Swipe
Floor 3 Player 2: Famiel Famiel -> Sakuya Sakuya -> Hades 3270 -> PASS
Player 1: Sakuya Sakuya -> Yomi Awoken Yomi  -> Dios Ult Zeus Dios Swipe

Assuming the team is at least +99 attack, you will always kill Zeus Dragon even with 1 combo:


This comes out to around 50-51 million damage and you only need 48 million to kill Zeus after the Gravities. Tengu will have a tiny bit more attack when I inherit Green Odin.

I had to make an adjustment to my team as people have pointed out that 20 million damage from the Sakuya Gravity would be voided (I thought 20 million was safe) so I am using Famiel to tickle for 100,000 damage then proceeding as normal. You must use Gravities in the order that is listed.

For some reason my Hera-Beorc hera beorc is missing from my box so I am doing this strategy instead of using her 10% gravity.

2720 Hera Dragon

Dungeon for reference
—Hera video goes here—

Hera Guerrilla Team – 23 SB Skill Boost
Inherit Scheat 2993

3276 3069 3069 Yomi Dragon Mask  9 Skill Boost
 14 Skill Boost 3391 Tengu 2526 Zera 3276
Inherit Carat  –  3270
Hera Guerrilla Steps
Floor 1 Player 1: Mori 3103 kill
Floor 2 Player 2: Hera-Is Hera-Is, Zeus/Hera Zera, Hades 3270, Meri 3276
                     7 combo, kill
Floor 3 Player 1: Indra Indra when going to be hit. Genie Genie after

Make a row + 2-5 combos based on your own damage output

Player 2 can have dark cards as the binds only hit the Player 1. I have 3 SDR Skill delay resist on most of my Player 1 cards and the 2 turn haste from Mori 3103 help brings those cards back up.

You cannot use a 50% damage reduction shield as this Hera Dragon hits significantly harder than the Arena 3 version. On Hera Dragon, you must never match more than 6 connected water orbs in a row formation. You can go for 7+, but it has to be in a blob. The amount of combos you make is dependent on the number of your Orb Enhances blue + orb and Row Water Row awakenings your team has.

The three Gravities push Ceres below her 30% resolve right away and any combination you can configure that achieves the same result is fine.

A very popular strategy is to use Reincarnated Hades 3270 and his massive dark damage reduction to cheese your way through. Just make sure you bring a 10 turn bind clear for the first floor.


I will continue to update and populate the team rosters as I do more research and actually play the dungeons along with uploading the videos right away.

Best of luck in acquiring your Radar Dragons.

Happy Puzzling!

68 thoughts on “Guerrilla Radar Dragon Dungeons are Coming to North America”

  1. Sakuya is a 20% gravity, and if ZeusDra has full HP, that means 100mil x 20% = 20million, and it would get nullified, no?


      1. Unless I am horribly mistaken, it is above and the 20% is safe and then the subsequent 25% at 80m HP as you will then be dealing another 20 million damage =)


        1. You are horribly mistaken. Even the 20M damage will get nullified,that’s why most JP builds have a Beorc to enhance the board and deal 10M to start using Sakuya freely.


  2. Hey experts, can you help me with my potential team?
    My brother and I desperately want to beat this, but neither of us have Lui Bei. Therefore, we are working on building our team using Ilm. . . . Ok, so here’s what we got:
    Player 1
    Ilm -> Saria inherit for small damage boost
    Ilm -> saria inherit for small damage boost
    Hathor -> Raph for damage boost
    Pollux -> sakuya inherit for boss
    Sakuya -> yellow for damage boost

    Player 2
    Pollux -> Nova (for enhance at last wave)
    Odin ?? Dunno what to do about this slot. . .
    Sakuya -> (with 100,000 damage burst inherit due to your update)

    Assuming 1 Ilm per floor for Zues Dios look alike, do you think this would work? If I count correctly, we have the following skill boosts:
    Player 1
    Player 2
    total: 17

    Any thoughts out there would be appreciated. thanks!


  3. In the video on the final Zeus Dragon boss you use Zeus Dios and then Yomi – in the guide you have it reversed


  4. Here’s a question from someone who doesn’t co-op: Are these dungeons solo-able with Meri, and how ideal would the team composition have to be? She’s the best end-game leader I’ve got, and I have some good subs and inherits for her, but I’m far from having the best…


    1. Would be extremely challenging for the most part as you have to bring numerous counters to all the mechanics. Take a look at each dungeon and try to see what you think you can beat


  5. Hey all! I wanted to give a HUGE shout out to mantastic for coming up with the turn combos and the hints for this dungeon! Thanks to you, my brother and I BEAT Zeus dungeon!!
    Our team



    1. Erm…. Your dmg may be too low for the same strategy and it can get dodgy. However, if you have beorc instead of famiel poke and a freyja instead of yomi it may work..


  6. i saw a video where Revo Hades was a good option for Hera Dra they used about 3-4 Grav for ceres and thx to the lead skill of Revo Hades it was a save thing on hera dra at co´op


  7. I ran your team twice. The first time we messed up, but the second time we won! I don’t have a 25% gravity (e.g., Hades) or Raphael so I ran Player 1, but I think this strategy would work for me when playing Player 2:

    F1, P1 1 combo
    F1, P2 PASS
    F1, P1 Raphael, Zeus Dios, swipe
    F1, P2 Ping for 1 damage

    F2, P1 1 combo, take 99% hit
    F2, P2 Green Odin, Zeus Dios, swipe

    F3, P1 Famiel/Hera Beorc, Sakuya, Hades, PASS
    F3, P2 Zeus Dios, Sakuya, Hera Beorc, swipe

    If we both have Hera Beorcs then the gravities should bring Zeus Dragon down to under 39%, and one swipe easily finish him off.


  8. There is so much damage going on that i feel like you either need heart cross up constantly or some other gimmick like Hades. Since i don’t have Hades and only an Awoken Izanagi(not to mention my inconsistency with heart cross), i can’t do that. But i do have Reincarnated Neptune who has less Dark resist but also gets Light resist for the first floor. These are my general thoughts for both teams:

    Reincarnated Neptune
    Elysium – Gravity Assist
    Elysium – Gravity Assist
    Shangri-la – Board change assist like Karin or Ryune
    Devil or attacker(Dark or Water) Flex with God Killer Awakening – Board change assist like Karin or Ryune

    Floor one
    1.He will bind all dark cards but you don’t need Elysiums or your flex and can wait out the bind.
    2.Pop Neptune as soon as possible. Verche has no status shield. Grind/poison him down while gravitys charge. Try to clear all jammers to avoid his hardest hit and heal up every turn.

    Floor two
    1. Pop both gravity then pass
    2. 2nd player pops gravitys then begins grind since leader skill can now reduce incoming damage. Make sure to 7+ combo to not heal her. When she is getting low pop the full board change, as well as a Neptune for 2.5x enhanced damage.

    Floor three
    1. Grind down matching water and dark while healing up.
    2. When low enough pop gravitys, board change and Neptune.
    2. Easier said then done.

    It is also not the fastest and I’m sure you will come up with something quicker then this, but all of these cards are within reach for me.


    1. One thing about this build…do element resists stack or multiply? If you have 2 leads that are -%50 damage each it becomes -75% and not -%100. But i have seen videos where 4 Elysium resist all dark damage.

      Are the Awoken skills more effective then the leader skills?

      ie could the team get away with 1 Elysium and 1 Shangri-La and the other slots can be better subs?


      1. I am not 100% sure on the resist question as I have never used these types of teams, but I am certain you should be able to hit 100% damage reduction with enough awakenings.

        It sounds like it could work, but that does depend on how the resists work. Also, you will probably never be able to gravity Hera as it will deal more than 2m damage and heal her.


        1. Resists work as follows:
          They are multiplicative in a leader skill
          They are additive with awoken skills (Latents AND regular)
          If you have BOTH leader and awoken skills, they are multiplicative.

          So if you had 30 dark latents and two awoken hades you would have
          75%, 75% and 30% DR.
          So you would calculate the damage reduction as: 1-(0.7*0.25*0.25), or 95.6% DR.


  9. For Noah Dragon (yes, I’m early):

    A mostly farmable and easy, though cheesy way of beating her dungeon (which is probably the easiest Radar Dungeon) is to use a Goemon Team. You can basically sweep every floor, but you’ll need a Sylph-active or Raphel-Active vor Awilda. Noah herself isn’t that difficult since they key of the team is using the blue stone dragon, Mythril. Noah will only bind your subs and the resistance will make stalling the 99 turns very easy. Then just just two ZeusHera Gravitys, switch the leaders back and you’re good to go! There’ll be one team for the offensive part and one team with key utility. Mythril should be on both teams, since this makes stalling much easier!

    I hope this is mostly understandable, I’ll develop a team, if there’s any interest.


    1. I agree that Noah dragon is the universally easiest encounter, but stalling for 99 is not fun =P I’ll need to do more research to try n figure out a viable team that can kill without stalling


      1. Well I was bored enough to actually creat a 🧀 team, with as little REM-investment as possible 😀

        Tsubaki (Freyr/Carat inherit)
        Ult-Mythril (Raphael Inherit)
        Yamato Takeru

        Coloring Book Sakuya (Delay inherit)

        Floor 1:
        – P1: use Goemon -> sweep

        Floor 2:
        – P2: stall
        – P1: use Raphael, then Goemon -> sweep

        Floor 3:
        – P2: waste a turn
        – P1: use Surtr/Goemon -> sweep

        Floor 4:
        – P2: use delay, setup board for Yamato Active
        – P1: use Freyr/Carat, then Yamato -> sweep AND heal

        Floor 5:
        – P2: use Mythril, heal more if needed
        – P1: stall until Mythril is up, then use Mythril
        – P1+2: stall 99 turns and charge actives
        – P2: after 99 turns if there’s no Fire or Light absorb: use Sakuya (for Binds), use both ZeusHera, switch Mythril back, pass turn
        – P1: switch Mythril back, use Freyr/Carat, use Goemon -> sweep

        Yamato Takeru should be on the last sub slot, if unlucky skyfalls appear. If you have Beach-Goemon, you can also use normal Mythril. Delay on Sakuya has to be under 11 turns.

        This is a safe build, but is very very slow, so sit back and enjoy the stalling! 😀


  10. Finally got my hand on Hera dragon and now have a brand new shiny ult-evo Yomi dragon. Use a Minerva 🧀🧀🧀 team and 2 stones. Hopefully my new Yomi will help me expend my limit. 😀


      1. Finally beaten arena 1 with my new shiny Yomidra after a lot of try. Still working on improving my team to be more consistent. I’m using as sub
        Akechi D/D, Eschamali, Haku D/B, Haku R/D. It give me 3 differents E.orb to give an extra burst or a moderate attack on absorb shield if not using dark orbs.


  11. For Hera Dragon- we took Revo Hades; inherit ceres on dmeta. Basically, we each took a heartmaker (panda), and monsters with dark rows, orb changers. Dmeta, panda, awoken luci, zuoh. Instead of luci and zuoh, husband took dvalk x 2.

    Pop gravity, one shot verche. Hit ceres into dark immediately, then chip down until you can gravity under resilience. Kill.

    Basically just grind Hera dragon down. She can’t one shot you.


  12. For those of you/us who are maybe missing key cards or inherits to do Mantastics build for Hera and can’t field a viable team of your own and want to be able to get their Yomi D evo’d…then here is the super duper solo long long long cheese clear that is a resistance/resolve team.

    I mostly mention this as right now PADZ collab is on and you could pick up your 4 Elysium. The video is sped up so i have no idea how long it actually took, but you have to wait out 999 turns.


  13. Hey Mantastic – thank you SO much for putting this up and for updating with your Hera strategy. I ended up having to stall quite a few turns both because my ZHera wasn’t max skilled and because I had to reverse teams 1 and 2 due to timing (my main account which had the requirements for Team 1 was the first guerilla hour and I missed your post while the hour was on so had to wait until it was my alt account’s turn, but that one only had the reqs for Team 2 haha). However, both accounts are now the owner of a shiny new Hera dragon.

    Liked by 1 person

  14. Thank you again for your Hippo dragon strategy! I unfortunately can’t build the teams suggested above but I have a pretty solid Krishna or Yamamoto teams and can inherit a Raphael on team one. Do you think those would work?


      1. Thank you. That was my leaning as well and I’ve made sure that I’ve got a delay on each team and a shield on one of them as well as lots of orb changers between them 🙂 My Raphael isn’t skilled up which made for a REALLY long charge up time for his skill to come available and I wasn’t sure if stalling would be an option so I’m going with a max skilled Indra shield instead and we’ll see how it goes. *fingers crossed*

        As always, much appreciation for all the effort you put into your blog and supporting the PAD community!


  15. I think i am missing something for Hephaestus Dragon build(not that i have what i need, just curious). How do you bypass the 50% Resolve on Apollo?

    Floor 2
    Player 2: 1 combo
    Player 1: PASS
    Player 2: Raphael swipe
    Player 1: 1 combo
    Player 2: A Sun Quan, A Hermes or Blue Sonia Kill

    What part of this knocks him below 50%? Player 2 has to get the kill so that they can take the preemptive hit of Skill cooldown. I feel like ‘Player 1: 1 Combo’ has to be the hit to take him below 50%.


      1. Ok, so there are actually 2 more turns in there?

        Player 2: Sun Quan and a burst.

        player 1: Combo but do no damage if Resolve was hit.
        Player 2: Finish him off; last orb change for burst if needed.


  16. Hephy-G vs Krishna Team:

    Ran this twice to confirm the teams were viable and pretty stress-free (success x 2!)

    Team 1:
    3068 Krishna w/ 2322 Orochi inherit ***
    3370 Baldin ***
    1615 Laila
    2657 Yamato
    1738 Cao Cao

    Team 2:
    3068 Krishna w/ 3357 Genryusai inherit
    3370 Baldin **
    3260 Tsubaki w/ 1645 Sonia inherit ***
    3101 Sanada
    2663 Urd

    ** = nice to have
    *** = essential

    Hypermax is preferred, especially on Tsubaki (Dragon x 2 killers deal serious damage!). Other cards w/ killer awokens help (eg – Baldin, Laila)

    Let’s win this:
    Turn 1 (Team 1): Save heal, wood, fire and dark orbs, remove others (read Turn 5)
    Turn 2 (Team 2): Heal (save W, F, D)
    Turn 3 (Team 1): Use Baldin’s skill (50% dmg reduction), heal (save W, F, D)
    Turn 4: Heal (save W, F, D)
    Turn 5: Use Yamato’s skill (convert W, D) and kill with prejudice

    Turns 6-8: Stall, heal (you have close to 100K health, you can take a hit or two)
    Turn 9: Use Orochi’s skill, save fire orbs
    Turn 10, 11: Wait out the 50% damage reduction (or burst down if you can)
    Turn 12+: Make sure Team 2 hits down to 1 HP (ie – breaks the resolve)
    Turn 13 (Team 1): Use Laila and/or Cao Cao skills. If you have 3 dark or wood orbs, use them to kill while saving fire orbs, otherwise burn 3 fires

    Turn 14: Use the fire orbs you created in Turn 13 and Baldin’s skill (plus Sanada if necessary), get Hephy-G below 50%
    Turn 15: Laugh. Then heal. Or pass to make use of Baldin’s x2 dmg
    Turn 15 passed/16: Activate Sonia’s skill and enjoy the gold egg. Give yourself a high five, you earned it.


    1. P.S. – It always irks me when I have the “right” cards but in they’re in the wrong accounts… but just goes to show there’s more than one way to solve these dungeons!



    Well, no wonder it seemed hard 🙂

    More seriously, I’ve had difficulty finding good partners for these dungeons. I don’t need the drops for upgrades so I think I’ll hold off on stoning them if, as you say, they’re going to come around regularly.


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