Nelle x Yugi Versus Colosseum 2


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.

Video clear

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
  • VDP
  • FUA (maybe ) or Auto Follow Up Damage
  • 100% Blind Resist Blind Resist
  • 100% Poison Resist 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

Base Nelle

Active: Change the bottom row to Dark orbs; Changes to [5845 ] for the duration of the dungeon (18 -> 18 turn CD)

Leader Skill: [Board becomes 7×6] 4x ATK and reduce damage taken by 25% when matching 7 or more connected Dark orbs

Awakenings:  Skill Lock Resist Dark row Dark row
Super Awakenings: –
Typing: Balance / Devil
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 553 (-)
HP 2610 (-) / ATK 1120 (-) / RCV 205 (-)

Great Witch of the Mysterious Beasts, Nelle (Transformed)

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%]

Awakenings: Skill Lock Resist Dark row Dark row Dark row  
Super Awakenings: –
Typing: Balance / Devil
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 1407 (-)
HP 7020 (-) / ATK 2840 (-) / RCV 410 (-)

Base Yugi – S

Active: Change all orbs to Light, Dark, and Heal orbs; Changes to [5781] for the duration of the dungeon (20 -> 20 turn CD)

Leader Skill: 9x ATK when matching 9 or more connected Light or Dark orbs [1/81/1]

Awakenings: Light Row Light Row Dark row Dark row
Super Awakenings: –
Typing: Balance
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 706 (-)
HP 1373 (-) / ATK 2095 (-) / RCV 448 (-)

Yami Yugi & Dark Magician & Dark Magician Girl (Transformed)

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]

Awakenings: Skill Lock Resist  Dark row Dark row
Super Awakenings: –
Typing: Balance / Devil
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 1452 (-)
HP 6673 (-) / ATK 2595 (-) / RCV 798 (-)

  • Auto Follow Up Damage
  • 7×6 board
  • Immunity to Poison
  • Huge multipliers
    • 4/360/4/25%
  • Incredible active from both leaders
    • 6 turn Damage Absorb Void
  • Amazingly high VDP potential
    • Both can use Machine Killer latents
  • Able to layer large Passive Damage via Rows Dark row
  • Requires 20 Skill Boosts Skill Boost
  • Restricted to Devil-Balance types
    • Narrow sub pool
  • May have damage issues without VDP

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.

Team building

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
SB Badge
SA 45 n/a





Latent Skill delay resist x2
Machine KillerMachine Killer
Skill delay resist x5 Skill delay resist x5 Machine KillerMachine Killer
Machine Killer
Skill delay resist x5
Dark Reduction
Skill delay resist x4
Machine Killer

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 45 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.

Finally, my Yugi friend his own Weapon Assist which provides the critical 5th Skill Bind Resist Skill Lock Resist, more Rows Dark row, Tape , another Bind/Awoken Bind clear, and an additional orb generator.

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.

Happy Puzzling!

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12 thoughts on “Nelle x Yugi Versus Colosseum 2”

  1. I just had the luck of rolling Nelle from the Spring Fest. I also got Yugi from that event, but unfortunately I only got one Winged Dragon. How would you recommend replacing that card, or is it vital to the deck?


    1. If playing Colo2, you need the Winged Dragon for the 6SB since SA are disabled. If you are doing AA3, you have more leeway since Diaochan’s SB+ will now work


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