Colosseum 2 is currently the hardest dungeon available in the game as it features truly outrageous spawns along with all cards starting at level 1 in a rogue-style dungeon.
This means that higher Team Cost cards will level up more slowly along with Super Awakenings being disabled until the card reaches level 100 or higher. This can place numerous hurdles for Team Building and can make it difficult for Transforming teams to function as it will be harder to have sufficient Skill Boosts.
As a whole, I do not feel it is worth playing Colosseum 2 due to the significant difficulty jump from Alt. Arena 3 (AA3) and mediocre rewards. While the Latent TAMADRA (Extra Slot) drop is nice, GungHo has given out many of them for free (maybe 13 so far?) along with few viable spots to take advantage of them.
Regardless, I wish to explore how I built my own team along with addressing the major hurdles that can be found in Colosseum 2.
Notable Colosseum 2 mechanics
Colosseum 2 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)
- 50% chance to appear on Floor 12
- Floor 21 (Boss)
- Ideally use a shorter cooldown card
- FUA (maybe ) or Auto Follow Up Damage
- 100% Blind Resist
- 100% Poison Resist
- Cloud Resist
- Tape Resist
- Effective HP > 111,510 (largest preemptive)
- This may be more challenging as few cards hit level 110
- Awoken Bind clear
- Numerous uses required
- RCV Buff (or self debuff)
- To counter back-to-back RCV debuff spawns
- Unable to match X orbs
- Highly recommend but lower priority for myself
- Burst active
- Final floor has 2 Billion Effective HP and no Light weakness
- May or may not be needed
Being able to address each of these options will ensure a much higher clear rate overall.
Nelle x Yugi overview
Leader Skill: [Board becomes 7×6] 4x ATK and reduce damage taken by 25% when matching 7 or more connected Dark orbs
Active: For 1 turn, bypass damage absorb shield effects; Change the far left column to Dark orbs and change the far right column to Heal orbs (6 -> 6 turn CD)
Leader Skill: 2x all stats for Balanced type; Increase orb movement time by 2 seconds; 9x ATK and reduce damage taken by 25% when matching 7 or more connected Dark orbs [4/324/4/43.75%]
Leader Skill: 9x ATK when matching 9 or more connected Light or Dark orbs [1/81/1]
Active: Change Fire, Water, Jammer, Poison, and Mortal Poison orbs to Dark orbs; For 2 turns, increase combo count by 2; For 2 turns, bypass damage absorb shield effects (10 -> 10 turn CD)
Leader Skill: [Disable Poison & Mortal Poison orb effects] 2x all stats for Devil type; 10x ATK when matching 6 or more connected Dark orbs; 1000000 additional damage when matching 6 or more Dark orbs [4/400/4]
Nelle paired with Yugi is one of the strongest teams possible at this point in time. This is because they are able to form a 4/360/4/25% team that naturally uses a 7×6 board, Auto Follow Up Damage, and immunity to Poison orb damage/matches. If comparing to the powerful Lamp x Fasca combination, Nelle and Yugi greatly eclipse them from a multipliers perspective (3/224/8/25%) along with immunity to Poison. This is mostly to illustrate just how powerful Nelle x Yugi pairing is.
This traits help address numerous hurdles within any dungeon along with both cards boasting incredibly high personal damage when forming a VDP . This helps alleviate the need to bring a Burst active assuming some Machine Killers are present as the final boss has a effectively 2 Billion health. Furthermore, both leaders have amazingly powerful active skills after they Transform and their ability to generate orbs and Void Damage Absorption abilities are vital within Colosseum 2.
With that being said, the largest task facing this team will be building a competent roster as you are restricted to Devil + Balance type cards. This results in a narrow sub pool and can present issues when not forming a VDP as both leaders will lack personal damage when a Row is matched.
The following is the Nelle x Yugi team I was able to make from my Monster Box. It is able to address all of the above mechanics while having sufficient Effective Health to survive any preemptive at full HP:
Solo Colo 2 – Nelle x Yugi
Post-Transform, all of my subs with the exception of Diaochan will have Balance and Devil typing which is perfectly acceptable as running one non-Balance/Devil card will not compromise your team composition. Furthermore, Diaochan is only a utility sub so not fully benefiting from Nelle’s multipliers will not drop my Effective HP too low along with Diaochan providing Super Blind Resist from her base awakenings.
This in conjunction with her 2 turn valuable active and a Haste inherit means she is an Effective 3 Skill Boost card. For myself, this was key as Diaochan covers Blinds and provides just enough Skill Boosts to get my two Fortress Dragons ready in time who in turn provide 6 turns worth of Haste. You must make sure to not count Super Awakenings as your cards will be level 1 when entering a dungeon. Thus, Diaochan’s Skill Boost+ will have no effect but Hiei’s will come online after he reaches level 100 (which he will).
Despite Hiei only having a single Skill Boost, I felt he was a critical card for my team composition as he allows me to sweep most floors with only a single Row (7 orbs) instead of a VDP (9 orbs). This is because he boasts triple 7 Combo reasonably early in the dungeon and the Hera Luna Weapon occasionally provides another 2x personal damage. Furthermore, his amazing active helps ensure I have a steady flow of Dark orbs for the majority of floors.
In regards to my inherits, I have a total of 3 that provide Skill Boosts and I tried to either by on-colour or use those that provided the most amounts of additional benefits. None were used for the actual active.
Going back to Diaochan, I needed Haste along with Cloud Resist and thankfully Jhoira’s Premium Card brings this along with a powerful full Bind & Awoken Bind clear and 50% HP heal. This in conjunction with her own base active helps I have a solution for Binds on a regular basis and I did use the healing component several times when Hearts were absent.
The one inherit I am still on the fence about is Reincarnated I&I as she offers no awakenings but I need an RCV buffer and the Burst component is nice to potentially have. With that being said, I lack strong solutions for RCV buffing and the three turns did end up being quite helpful when I was forced to stall on Andromeda. My original thought was that the Burst aspect may be helpful but I eventually realized my two leaders pump out so much damage already that it was not needed for the final floor.
Summing all of this up, I have immunity/resistance to all mechanics except Jammers (have 40%), unable to match X orbs, and no ability to Lock orbs. While it would be nice to be able to address these metrics, I felt they were less critical compared to everything else along with this current composition maxing out my options.
Nelle paired with Yugi is the strongest team composition I am able to make from my Monster Box due to their spectacular multipliers, immunity to Poison, 7×6, Auto Follow Up, and comically high VDP damage.
As such, they were my go-to choice for tackling Colosseum 2 which went reasonably well as it only took 1 somewhat dicey attempt. I feel that unless Latent TAMADRA (Extra Slot) become more valuable/rare, I will have little motivation to replay Colosseum 2 as the rewards are underwhelming and costs a silly 200 stamina.
Let me know what you think about Nelle x Yugi along with the teams you have built with these two leaders in the comments down below.
|Mantastic Social Media|
If you enjoy my content, please consider turning off AdBlocker for this website. If you wish to directly support me, please consider clicking the image below.