Alt. Arena 3 remains one of the best dungeons to farm on a regular basis due to the Rank EXP, Pys, Killers, and satisfaction of clearing the second hardest dungeon in the game.
Despite being in the game for a modest period of time, AA3 can still be unforgiving to an unprepared player as failing to bring a key Resist or flubbing a kill board could result in an unfortunate ending.
With this in mind, I wish to share my Alice x Fasca team as she is the current hot new leader. As a whole, this team is able to address all relevant mechanics within this dungeon with relative ease along with a natural 7×6 board and potential for Auto Follow Up Damage.
Furthermore, this team is combo-based as neither leader requires multiple linked orbs to proc their multipliers. Thus, if you enjoy this type of play style, Alice and Faska may become one of your favourite teams.
With this in mind, I wish to explore how I built my own team along with addressing the major hurdles that can be found in Alt. Arena 3.
Notable Alt. Arena 3 mechanics
Alt. Arena 3 is currently the second hardest dungeon available in North America and may 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
- FUA (maybe ) or Auto Follow Up Damage
- 100% Blind Resist
- 100% Poison Resist
- Cloud Resist
- Effective HP > 100,375 (largest preemptive)
- One Awoken Bind clear or orb changer that removes Poison
- 1 Dark Resist 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.
Alice x Fasca overview
Active: Charge all allies’ skills by 2 turns; For 2 turns, 3x RCV; For 2 turns, 3x ATK for Light Att. (18 -> 13 turn cooldown)
Leader Skill: 2x HP for Light Att.; 5x ATK when 4 or more combos up to 10x at 9 combos; 1 additional damage when matching 3 or more Light combos; 2x ATK when matching 2+ Light combos [4/400/1]
Leader Skill: [Board becomes 7×6] 4x ATK and reduce damage taken by 25% when 8 or more combos
Active: Reduce unable to match orbs effect by 9999 turns; Remove all binds and awoken skill binds; For 1 turn, increase orb move time by 2 seconds (5 -> 5 turn CD)
Leader Skill: 4x ATK & RCV and 1.5x HP for Attacker type; 4x ATK and reduce damage taken by 25% when 8 or more combos [2.25/256/16/43.75%]
Alice and Fasca is the hot new pairing as it provides a reliable combo-oriented 7×6 team who has the potential for free Auto Follow Up Damage. Furthermore, Alice greatly helps Fasca Transform as she comes with 2-4 Skill Boosts along with 2 turns of Haste which means Alice can potentially provide 1/3 of your Skill Boost requirements all by herself. This will greatly alleviate team building requirements which is especially important due to the limited sub pool of Light Attackers.
Taking a closer look at Alice’s Leader Skill, it becomes apparent that she requires 2 Light combos for her full ATK multiplier. This translates into 6 Light orbs but this number should be reasonably available due to the 7×6 board. While it is possible to deal reasonable damage with a single Light combo, I have found it often resulted in pushing the opposing spawn into their execution zone. Amusingly, this was the greatest source of my deaths as I simply started matching without actually counting my Light orbs.
Unforced errors aside, Alice’s final component of her Leader Skill requires 3 Light combos to deal 1 damage worth of Auto Follow Up Damage. This can be used to execute Resolve spawns but at the same time, may not always be available. This becomes even more apparent when a VDP must be formed as it brings the total Light orb count up to 15 (9+3+3). With this in mind, players will still have to match an FUA modestly often but thankfully, Fasca naturally provides one so you do not need to further modify your team composition.
By comparison, Fasca’s Leader Skill is quite straight forward as all you have to do is match 8 or more combos for her full multiplier and Damage Reduction. This should not be an issue on a 7×6 board and is further supported by Alice as she does not require any blobbing of orbs for her own Leader Skill. To push them even further over the top, the final Leader Skill multipliers are wonderfully high (3/320/4/25%) considering how easy it is to activate.
Moving beyond their Leader Skills, Alice and Fasca are able to provide a myriad of valuable benefits from just their active skills as they provide provide RCV & ATK boost, full Bind/Awoken Bind clear, Time Buff, and removal of unable to match orbs status. In fact, they cover almost all of your active skill needs for Alt. Arena 3 and the only thing you need to bring is a Damage Absorption counter, Poison Skyfall remover, and orb changers.
The following is the Alice x Fasca team I was able to make from my Monster Box. It is able to address all of the above mechanics while having sufficient health to survive any preemptive at full HP:
Solo Alt. Arena 3 -Alice x Fasca
Through this team, I am able to fully counter all possible mechanics within Alt. Arena 3 while having additional damage via a Brachydios Weapon . With that being said, this team has 10 seconds of orb movement time without the TE+ Badge. I feel that this can place some pressure on orb matching on the larger 7×6 board and electing to use the TE+ badge over HP is perfectly fine as this team has more than enough HP to survive this dungeon.
In regards to Alice’s assist, I chose to use Dorothy’s Shoes as I needed one more Blind Resist for full coverage and the inclusion of an Enhanced Heal Orb along with a sizable stat transfer (especially in RCV) helps me always heal enough even if RCV-debuffed. I am well aware that Alice can overwrite RCV debuffs but at the same time, if I am able to overcome a mechanic through matching/awakenings, I will always choose this over using an active.
Bradamante is still one of my favourite Light subs a she offers spectacular damage when 10 combos are hit and between her as Fasca, you should have all your damage needs covered. Due to the fact that I had an extra Assist slot, I decided to use Brachydios’s Weapon for additional Passive and personal damage. One other nice aspect to Bradamante is her full Board lock. This can naturally counter Gaslowe but can be used against Hamal just before the Poison attack. This works well because you must always use at least one active (unless the whole board was locked or you are immune to Poison damage) and the 5 turn cooldown will charge back up in time for the final spawns. It is important to not use Fasca for Hamal’s as you will require her if you face Hera-Nyx on the following floor.
Dark Karin was once a top tier leader and while she can still clear plenty of content, she has been surpassed by cards such as Alice. Regardless, Dark Karin can provide 3-4 Skill Boosts along with additional damage which was unneeded within my set up. Due to her somewhat redundant active with Alice, I decided to inherit my Damage Absorb active here as I lack Asuna who would be the ideal choice with a Skill Boost inherit. If I had Asuna, it would also solve my Blind Resistance needs and would result in a readjustment of my inherits.
Ariel has proven to be a reliable solution for 4 Skill Boosts along with a fast charging base active that can produce 4 Light orbs. As such, she is my dedicated card to carry an active to counter Poison Skyfalls through the magical Halloween Pumpkin . I tend to choose cards like Ariel as she can easily load up on Skill Delay Resists (usually have no-low personal damage) while also having a fast and useful base active to use for the rest of the dungeon. The Super Jammer Resist is just icing on the cake.
I chose Chidori as she offers Super Poison Resist , some passive bulk, and an active that basically ensures a floor will die. Chidori’s active is able to create a full board of Light and Water orbs which will almost always have 15 or more Light orbs to trigger Alice’s Auto Follow Up Damage along which in turn will deal massive amounts of damage while forming 3×3 Box. Furthermore, Ariel can be used to add another 4 Light orbs should the original board changer be heavily skewed towards Water. In regards to Chidori’s Assist, I chose to use Hahakuru as it provides 40% Blind Resist along with my only L awakening. Generally speaking, it is always favourable to have one L on your team as it can allow you to counter Locked orbs without an active skill.
Alice paired with Fasca is able to create a wonderfully powerful team of Light-based Attackers that does not have any convoluted matching patterns on a 7×6 board. Being able to utilize these 12 additional orbs helps offset the modest orb hungry nature of Alice.
With that being said, you must be prepared to form a column of Hearts for FUA if three Light combos are not available. Thankfully, Fasca can take care of this and what I feel will be the largest hurdle is insufficient movement time outside of Transforming in time. Thankfully, Alice is able to provide 4-6 Effective Skill Boosts which will greatly ease team building hurdles in bringing 18 Skill Boosts.
Let me know what you think about Alice x Fasca along with the teams you have built with these two leaders in the comments down below.
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