Chidori Versus Alt. Arena 3

Introduction

I want to try a new series of posts in which i share my successful Alt. Arena 3 clears for both the video and explanation/rationale for my sub choices. In this case, I wish to take a closer look at Chidori as she is one of the more powerful leaders who do not rely on 7×6 or Auto Follow Up Damage to succeed.

This is valuable but at the same time, I feel Chidori runs the risk of being pushed out as a leader moving forward due to the fact that she does not possess these mechanics and the next jump in Arena difficulty may push Chidori beyond her limits.

With that being said, I find she has a reasonably consistent time clearing AA3 due to the fact that she is so durable along with easy activation paired with copious movement time.

Video clear

 

Notable Alt. Arena 3 mechanics

Alt. Arena 3 is currently the hardest dungeon available in North America and will push many teams to their limits. As such, it is important to understand the key mechanics that must be addressed.

The following is a brief summary of the notable mechanics in the dungeon. This may not be an exhaustive list for every team but is the checklist I use when team building for this dungeon.

  • Damage Absorb Void (Fujin -style)
    • 2 turns is ideal
  • Jammer skyfall buff (eg.   )
  • Skill Delay Resists  for the above
  • VDP
  • FUA (maybe )
  • 100% Blind Resist Blind Resist
  • 100% Poison Resist Poison resist
  • Cloud Resist
  • Effective HP > 100,375 (largest preemptive)
  • One Awoken Bind clear or orb changers that remove Poison
  • 1 Dark Resist Dark Reduction or built in Damage Reduction
  • Not reliant on Light for Damage Reduction/activation
    • If reliant, bring shield or active that counters unable to match mechanics
  • Self RCV buff/debuff or exceptionally high RCV

Being able to address each of these options will ensure a much higher clear rate overall.

Chidori overview

Kaname Chidori

Active: For 1 turn, increase combo count by 2; Unlock all orbs; Change all orbs to Water, and Light orbs (21 -> 16 turn CD)

Leader Skill: 1.5x all stats for Water, Light Att.; Increase orb movement time by 3 seconds; 9x ATK and reduce damage taken by 25% when matching Water+Light; Increase combo by 1 when matching Water, Light at once [2.25/182.25/2.25 Resist 43.75%]

Awakenings: Bind Immune Bind Immune  Skill Lock Resist
Super Awakenings:  TPA
Typing: Attacker
Available Killers: Devil killer physical killer
Weighted Stats (Limit Break): 1109 (1386)
HP 4260 (5325) / ATK 2768 (3460) / RCV 388 (485)
Weapon Assist:  Skill Boost Imp ATK Imp ATK

Pros in AA3
Cons in AA3
  • +2 combos via LS
  • +6 seconds orb movement time with dual leaders
    • Trivializes Gaslowe
  • Solid multipliers
    • High Effective Health with Damage Reduction
    • Easy to activate
  • High personal damage with 10c & VDP
  • Gentle team building requirements
    • Can use Light or Water subs
  • Full Poison Resist
  • 182.25x ATK is on the low end
  • Long CD on active
    • Does not generate Hearts
  • Does not use 7×6 or Auto Follow Up Damage
  • Reliant on Light to activate
    • Requires solution for Hera Nyx
    • May limit board/orb changers
  • Half damage to Wood
    • Rokks is dangerous

One of the main appeals for Chidori is the fact that she is not a blob-style leader and will fully activate from a single Water and Light combo. This means she can sweep through most trash floors without stalling which hastens clear times and consistency.

Furthermore, she boasts wonderful Effective Health along with access to reliable Damage Reduction. In addition, dual leaders will grant +6 seconds of orb movement time along with +2 combos. Essentially, she has several small factors that are valuable but when added up together, creates a powerful non-7×6/Auto Follow Up Damage team.

Unfortunately, Chidori is not without faults and the largest one is the lower 182.25x ATK. While it is possible to supplement damage via Orb Enhances blue + orb, it is still a drawback along with half damage to Wood spawns with Rokks being exceptionally dangerous. Furthermore, the dependency on matching Light for activation means Hera Nyx requires a solution as she will prevent Lights from being matched for 2 turns.

Team building

The following is the Chidori team I was able to make from my Monster Box. It is able to address all of the above mechanics while providing enough passive damage to clear most floors without worry:

Solo Alt Arena 3 – Chidori
HP Badge
Card
SA 45 45
Inherit
(5257)

(4982)

(5391)

(4974)

(5435)

(5257)
Latent
Devil killer Devil killer
x6 x6 x6 x5
Devil killer Devil killer

Sun Quan is able to naturally provides Full Blind Resist and when combined with Chidori, I am able to bring inherits I want to use as Poison and Blinds are no longer an issue.

Fenrir Viz is an outstanding card who provides Cloud and Jammer Skyfall buff and by inheriting Zeo Megazord Saber, I can have access to a board changer and passive Orb Enhance blue + orb damage. In fact, my team has 10 Orb Enhances which greatly bolsters my damage output and helps correct the lower ATK multiplier.

Finally, Altura is a key inherit as it is able to provide and RCV buff and cancels 5 turns of unable to match orb effects. This solves Brachys’s RCV debuff and Hera Nyx’s unable to match Light orbs.

With that being said, Altura is technically the only “mandatory” thing I feel as you have so many options for subs and naturally covering Poison Resist greatly opens up team building options.

Another sub I have seen used is Mel in order to combo with Chidori’s active to produce a VDP board that includes FUA along with +4 combos (2 from LS, 2 from active). While this does make sense, I feel it is not truly needed because in AA3, many of the end floor spawns either have a 90% Resolve (all of floor 18) or none at all. This means players can simply grind down Floor 18 then Chidori or in the case of Cthugha, his Fire element plus relatively low HP means you should be able to kill anyway. Furthermore, Mel’s numerous Enhanced Heart Orbs +heart go to waste as the 2.25x RCV should be sufficient.

Conclusion

Chidori is an enjoyable leader to use who does not need to use 7×6 or Auto Follow Up Damage to succeed. While she does have some hurdles in AA3 (most notably Rokks), they can be addressed and her lower ATK multiplier can be supplemented with Orb Enhances.

With that being said, I do feel like her leadership potential will decline with the next Arena as her kit meets the current requirements but may struggle in future hard content.

Let me know what you think about these types of posts in the comments below as I will continue doing these moving forward if enough interest is shown.

Happy Puzzling!

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15 thoughts on “Chidori Versus Alt. Arena 3”

    1. I dislike it because it means you will probably be using Light orb changers and making Light VDP

      Depending on the subs, this can deal meaningful damage but you are also letting your two leaders who normally hit hard to do much less

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      1. Just tried AA2 with a similar team (no amatsu so i used blue cotton).

        Didn’t realize I didn’t have an awoken bind clear – got floored by Fuma Kotaro on floor 4. May need to inherit an awoken bind clearer on Fenrir if damage is not as crucial.

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        1. Yup, you’re right. So I inherit the 5492 swimming ring on the Fenrir, and inherit the 4974 Megazord saber on the Amatsu because aa2 don’t need unmatchable solved.

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  1. I don’t yet get why you wouldn’t run reincarnated idunna instead of sun Quan, as both are water damage boost actives, but idunna is x2.5 to damage and x2.5 to rcv, and is 2TPA 2 7CC vs SunQuans 4TPA as far as card damage. Both have anti-stripe super awakening. Stats are similar. Unless the mild delay effect from SunQuan active is especially valuable, Idunna seems like-role strictly better…

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    1. Sun Quan’s super blind resist is really powerful and opens up assist options. He’s more of a utility sub than a damage dealing one.

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  2. Also, I guess fenrir viz anti-jammer skyfall could be clutch, but I would be tempted to perhaps run Gamayla, (box availability permitting), for high damage and a similar anti-cloud. The on color 10cc 7cc 2-3TPA/1box damage seems pretty nice, vs fenrir mainly hitting with godkillers and being off-blue. Idk, just remarking. If the base card contributes damage as hard as an inherit boosted fenrir, it frees up the gamayla inherit to flexibly be whatever seems good. Possibly jammer skyfall is such a troll, even with an extremely forgiving leader activation clause, that it’s just good to hard counter it.

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