Arenas, Colosseum & WoC/Shura Mechanics Checklist

Introduction

Puzzle and Dragons is a tremendously deep game that has years worth of content waiting for players. Sadly, there is essentially no in-game information as to what mechanics, spawns, or what can actually happen in a dungeon which in turn creates a terrible guessing game.

Thankfully, we are eventually able to “solve” any dungeon with enough trial and error and for myself, what I find most helpful when trying to tackle a new dungeon is a Checklist of notable mechanics. From this Checklist, I will try my best to address all of the dangerous mechanics while prioritizing unavoidable abilities.

With this in mind, I would like to create a master Checklist for all of the Arena, Colosseum, and World of Carnage dungeons to help players better prepare themselves as knowing what can possibly happen is a huge asset in PAD.

Video commentary


How to use my checklists

With any dungeon, there are avoidable and unavoidable mechanics and it is important to address the unavoidable mechanics first. As such, there will be a priority-like system when looking at dungeon mechanics and you may have to forgo certain solutions depending on the depth of your Monster Box. Furthermore, certain teams/leaders may naturally counter specific mechanics.

Beside each mechanic I will put in brackets for the floor it can be encountered on and if I include a star (*) it means this is unavoidable or is a guaranteed spawn on this floor.

The bottom section will be a quick reference as to whether or not these are needed.

  •  download Need it
  • Nice to have but not a priority
  • x Not relevant

Another aspect is having sufficient Effective HP to survive unavoidable preempetives/attacks. For example, if there is a 200,000 hit and your team has 75% Damage Reduction, you would only need 50,001 HP to survive this.

I am also going to assume you have FUA / Auto Follow Up Leader Skills, L , and VDP or equivalent. I will highlight any notable Void spawns if they require an exceptional amount of damage to overcome.

XYZ Dungeon
Things you must bring
Great to have but lower priority
  • Unable to Match Orb clear – 5+ turns (F3*)
  • Colour Absorb
    • 5 turns Fire or Water (F4)
  • download  Poison Resist
  • Jammer Resist
  • x  Blind Resist
  • download Cloud Resist
  • Tape Resist
  • x  Skill Bind Floor 1
  • x  Leader Swap
  • x  Poison Surge
  • x  Jammer Surge

From this above hypothetical example, players will need a 5+ turn Unable to Match Orb clear on floor 3 who will always spawn. Conversely, the need for Colour Absorb only applies to Water or Fire teams and may not even spawn on Floor 4.

Arenas

Arena 3 (Bipolar Goddess 3)
Things you must bring
Great to have but lower priority
  • Damage Absorb Void (F16, 18, 20, 23)
  • More Damage Absorb Void solutions
  • Colour Absorb Void (F23)
  • download  Poison Resist
  • x Jammer Resist
  • x  Blind Resist
  • x Cloud Resist
  • x Tape Resist
  • x  Skill Bind Floor 1
  • x  Leader Swap
  • x  Poison Surge
  • x  Jammer Surge

Arena 1 and 2 is just the same thing but no MP Dragons (F23).


Arena 4 (Three Hands of Fate)
Things you must bring
Great to have but lower priority
  • 3 turn Bind & Awoken Bind clear on a SUB (F5)
    • Prempetively Binds leaders after disabling awakenings
  • Awoken Bind Clear
    • 3 turns (F14)
  • 61,849 Effective HP (F23)
  • Damage Absorb Void (F14)
  • Movement Time Buff (F19)
  • Bonus combo leaders or 7×6
    • Numerous combo shields and no 7×6 penalty
  • Colour Absorb Void
    • 5 turns Light & Dark (F22*)
  • download  Poison Resist
  • Jammer Resist
  • download Blind Resist
  • download Cloud Resist
  • Tape Resist
  • x  Skill Bind Floor 1
  • x  Leader Swap
  • Poison Surge
  • x  Jammer Surge

Arena 5 (Grotesque Being)
Things you must bring
Great to have but lower priority
  • 60,833 Effective HP (F16)
  • Damage Absorb Void (F12, 13)
  • Movement Time Buff (F9)
  • Awoken Bind Clear (F14)
  • Colour Absorb
    • 5 turns Fire or Water (F4)
    • 3 turns random 1 (F16)
  • RCV buff (F10)
  • download  Poison Resist
  • Jammer Resist
  • download Blind Resist
  • download Cloud Resist
  • Tape Resist
  • x  Skill Bind Floor 1
  • x  Leader Swap
  • download Poison Surge
  • x  Jammer Surge

Arena 6 (Incarnation of Worlds)
Things you must bring
Great to have but lower priority
  • Unable to Match Clear
    • 3 turns (F3)
    • 5 turns (F19)
  • Damage Absorb Void (F4, 19)
  • Movement Time buff (F4, 8, 9, 14, 16)
  • ATK Buff (F5*, 19*)
  • RCV Buff (F7, 18)
  • Awoken Bind Clear
    • 5 turns (19)
  • Colour Absorb
    • 5 turns Fire, Water, & Wood (F13)
    • 3 turns Random 2 (F16)
  • download  Poison Resist
  • Jammer Resist
  • download Blind Resist
  • download Cloud Resist
  • Tape Resist
  • download Skill Bind Floor 1
  • download Leader Swap
  • download Poison Surge
  • x  Jammer Surge

Bring lots of Movement Time buffs…


Alt. Arenas

Alt. Arena 1 (Alt. Bipolar Goddess)
Things you must bring
Great to have but lower priority
  • Awoken Bind Clear
    • 6 turns (F6)
    • 4 turns (F16)
    • 7 turns (F18)
  • Damage Absorb Void (F6, 12, 15)
  • 145,185 Effective HP (F13)
    • 136,440 (F18)
  • Movement Time Buff (F13)
  • No Jammers on your board (F15)
  • Colour Absorb
    • 4 turns Dark (F3)
    • 2-6 turns Random (F8*)
    • 5 turns Light & Dark (F16)
    • 10 turns Light (F18)
  • Unable to Match Clear
    • 3 turns Fire, Water, or Wood (F13)
  • download  Poison Resist
  • download  Jammer Resist
  • download Blind Resist
  •   Cloud Resist
  • Tape Resist
  • x   Skill Bind Floor 1
  • x   Leader Swap
  • x   Poison Surge
  • download Jammer Surge

Alt. Arena 2 (Alt. Three Hands of Fate)
Things you must bring
Great to have but lower priority
  • 162,444 Effective HP (F2)
    • 153,616 (F15)
    • 100,442 (F22)
  • 3 turn Bind & Awoken Bind clear on a SUB (F5)
    • Prempetively Bind leaders after Awoken Bind
  • Damage Absorb Void (F13)
  • Awoken Bind Clear
    • 6 turns (F14)
  • Movement Time Buff (F7, 15, 16, 18)
  • Colour Absorb
    • 2-6 turns Random (F1)
    • 5 turns Light & Dark (F21*)
  • RCV Buff
    • 10 turns (F6)
  • Unable to Match clear
    • 1 turn 5 colours (F22)
  • Counter to Spinners (F23)
  • download  Poison Resist
  • download  Jammer Resist
  • download Blind Resist
  •   Cloud Resist
  • Tape Resist
  • x   Skill Bind Floor 1
  • x   Leader Swap
  •  Poison Surge
  • x  Jammer Surge

Alt. Arena 3 (Alt. Grotesque Being)
Things you must bring
Great to have but lower priority
  • 100% Gravity (F7)
  • 100,375 Effective HP (F16)
    • 102,960 (F17)
  • Damage Absorb Void (F12, 13)
  • Awoken Bind Clear
    • 3 turns (F14)
    • 1 turn (F16) or Delay
  • Movement Time Buff (F9)
  • Unable to Match Clear
    • 2 turns Light (F17)
  • Colour Absorb
    • 5 turns Light (F3)
    • 5 turns Fire or Water and Dark (F4)
    • 2 turns Fire, Water, or Wood (F10)
  • RCV Buff (F9)
  • Unable to Match clear
    • 2 turns Fire, Water, or Wood (F10)
    • Random 1 for 1 turn, repeats (F18)
  • Counter to Spinners (F10)
  • download  Poison Resist
  • download  Jammer Resist
  • download Blind Resist
  • download  Cloud Resist
  • Tape Resist
  • x   Skill Bind Floor 1
  • download  Leader Swap (20% chance to spawn but almost lethal if swapped)
  • download Poison Surge
  • x  Jammer Surge

Alt. Arena 4 (Alt. Incarnation of Worlds)
Things you must bring
Great to have but lower priority
  • 98,138 HP without Awakenings or Damage Reduction from Leader Skill (F15)
    • F14 has a death animation which cancels your LS Shield
    • Cancels out 1 turn of shields
  • Damage Absorb Void (F4, 19)
  • Awoken Bind Clear
    • 5 turns (F6)
    • 5 turns (F19)
  • Movement Time Buff (F4, 8, 9, 13, 14)
  • Unable to Match Clear
    • 3 turns Hearts (F3)
    • 5 turns Hearts (F19)
  • ATK Buff (F5, 19*, 20*)
  • RCV Buff (F7, 18)
  • Colour Absorb
    • Cycles through 2 randomly (F20)
    • Possible to “get lucky” twice in a row
    • Can use a single turn after a favourable hit below Super Resolve
  • Solution to Aten (F4) & Latent Tamadras (F12)
    • Guard Break
    • Large Auto Follow Up Leader Skill
    • Hit Damage Cap
  • Colour Absorb
    • 3 turns Random 1 (F3)
    • 5 turns Fire, Water, & Wood (F13)
    • 3 turns Random 2 (F16)
  • Damage Absorb Void (F16)
  • Counter to Spinners (F20)
  • 8 Combo shield & no Skyfalls (F20)
  • download  Poison Resist
  • download  Jammer Resist
  • download Blind Resist
  • download  Cloud Resist
  • Tape Resist
  • download  Skill Bind Floor 1
  • download  Leader Swap (50% chance to spawn but almost lethal if swapped)
  • download Poison Surge
  • x  Jammer Surge
  • download 7×6 Punishment (horribly painful)

If you swap your own leader and enter floor 14, there is a 50% chance to receive a 402,372 hit as he will no longer attempt to swap your leaders.

Colour Absorb is only truly needed for the 50% chance of Yomi Dragon spawning on Floor 20 but it is possible to have a favourable Absorb twice in a row. Conversely, having a single turn of Absorb counter makes this much easier.

This is the most demanding dungeon from a mechanics point of view as it has basically everything multiple times.


Colosseum

Both Colosseums are “Rogue” style dungeons which means your entire team is level 1 when you enter the dungeon and will level up as you progress through based on their Team Cost (lower = more level ups). This is important because your Super Awakenings will be disabled upon entering which may be dangerous for Transforming teams who rely on Super Awakenings for Skill Boosts Skill Boost.

Colosseum 1 (Guiding Star’s Heavenly Wings)
Things you must bring
Great to have but lower priority
  • Awoken Bind Clear
    • 3 turns (F5)
  • 37,414 Effective HP (F17)
  • Colour Absorb
    • 4 turns Dark (F12)
    • 3 turns R/B/G + Light & Dark (F14)
    • 5 turns Light & Dark (F18*)
    • 2 turns Light & Dark (F19)
  • Damage Absorb (F10)
  •   Poison Resist
  •   Jammer Resist
  •   Blind Resist
  •   Cloud Resist
  • Tape Resist
  • x  Skill Bind Floor 1
  • x   Leader Swap (50% chance to spawn but almost lethal if swapped)
  • x   Poison Surge
  • x  Jammer Surge
  • x 7×6 Punishment

I don’t think thee is any real danger in this dungeon as the main gimmick upon release was Resolve in an era when we had no Follow Up Attack.


Colosseum 2 (Destructive Star’s Ruined Wings)
Things you must bring
Great to have but lower priority
  • 100% Gravity (F20*)
  • 111,510 Effective HP (F19)
    • 99,000 (F11)
  • RCV Buff
    • F5
    • F17
      • 200k preempetive on F18 if not cleared
    • F18*
    • F19
  • Damage Absorb Void (F12, 21*)
  • Awoken Bind Clear
    • 5 turns (F7)
    • 5 turns (F12)
    • 5 turns (F19)
    • 2 turns (F21) – avoidable
  • Movement time buff (F5, 12, 13)
  • Unable to Match Clear
    • 3 turns Hearts (F3)
    • 1 turn Hearts (F15)
    • 5 turns Random (F19)
  • Colour Absorb
    • 5 turns Random (F19)
  • Spinner Counter (F7, 11, 14)
    • Avoidable on F18
  •   Poison Resist
  •   Jammer Resist
  • download  Blind Resist
  • download  Cloud Resist
  • Tape Resist
  • x  Skill Bind Floor 1
  • x   Leader Swap
  •  Poison Surge
  • x  Jammer Surge
  • x 7×6 Punishment (Will help with high combo shields)

Despharion has 2 Billion Effective HP and will execute you when pushed below 50% so make sure you have a way to deal sufficient damage through Killers, Burst actives, or hard hitting cards.

Another important thing to be aware of is that the dungeon is loaded with high combo shields who may also have Void mechanics. As such, bonus combo leaders or 7×6 can be advantageous.


World of Carnage / Shura Realm

Both names are often used interchangeably

AWoC1/ASR1 (Alt. Guardian of the Demon Gate)
Things you must bring
Great to have but lower priority
  • 150% Gravity (F16*)
    • Needs 34% Damage Reduction
  • Colour Absorb
    • 3 turns Water (F1*) lethal
    • 10 turns Fire & Wood (F6)
    • 10 turns Random 1 (F22*)
  • Awoken Bind Clear
    • 5 turns (F13)
  • Solution to F3 full board of Dark orbs
  • Damage Absorb Void (F12*, 18, 22)
  • ATK Buff
    • F6 – can overcome with 300k Auto Follow Up
    • F7*
    • F14
  • Unable to Match clear
    • 3 turns Water or Wood (F8*)
    • 1 turn all colours (F20)
      • Need 102,000 HP to tank first hit
  • High VDP Damage (F20)
    • 1.3B HP
    • 100M DEF
  • Spinner Counter (F17)
  • Blind, Poison, Jammer Resist
    • Rarely needed but nice if you can fit it in
  • Delay (F20)
    • Greatly eases You Yu spawn (25% chance)
  •   Poison Resist
  •   Jammer Resist
  •   Blind Resist
  • x   Cloud Resist
  • x    Tape Resist
  • x  Skill Bind Floor 1
  • download  Leader Swap (1/2 spawns and is quite dangerous)
  • x   Poison Surge
  • Jammer Surge
  • download 7×6 Punishment (causes Super Blind Skyfalls for 99 turns)

The Alt. version is nearly identical outside of a Gem floor plus colour changing spawns for anti cheese and should this be the difficulty you intend to play.


WoC2/SR2 (Ruler of Hell’s Halls)
Things you must bring
Great to have but lower priority
  • Unable to Match Clear
    • 5 turns (F8*)
    • 5 turns (F13*)
  • Solution to 2B DEF Dragon Seed (F2*)
  • RCV Buff
    • 2 turns (F7*)
    • 10 turns (F11)
    • 99 turns (F12*) only triggers <50% HP
    • 1 turn (F13*) 1/3 possible abilities
  • Movement Time Buff
    • 10 turns (F2*)
    • 2 turns (F7*)
    • 10 turns (F9)
    • 1 turn (F13*) 1/3 possible abilities
  • 5 turn Skill Delay (F1*)
    • Important for Transforming teams
  • Bind Immune Leaders upon entering dungeon (F1*)
    • 10 turn preemptive Bind on all cards
  • Awoken Bind Clear
    • 1 turn (F5*)
    • 5 turns (F8*)
    • 1 turn (F11)
    • 5 turns (F13*)
  • Solution to Ogre Floor (F5*)
    • Need 10 turn Bind clear
    • 1 turn Awoken Bind
    • 600k Effective HP
  • Solution for Oku spawn (F11)
    • Full Poison board after Awoken Bind clear
      • Also spawns 3 Spinners
  • Damage Reduction to survive Gilles <50% ability (F13*)
    • Awoken Bind followed by 650,160
  • 600,000 Effective HP (F5*)
    • Possible to Delay otherwise unavoidable due to Super Resolve
    • 506,880 Effective HP (F10)
  • Colour Absorb
    • 5 turns Random 2 (F10)
    • 99 turns Random 1 (F12)
      • 50% chance to spawn so 10% chance to fail if you rely on 1 colour
  • Poison and/or Jammer Surge
    • Will provide more consistency for teams who rely on specific orbs
      • Gilles (F13*) will Lock board when Hazards present
  •   Poison Resist
  •   Jammer Resist
  •   Blind Resist
  •  Cloud Resist
  •   Tape Resist
  • x  Skill Bind Floor 1
  • download  Leader Swap (always occurs on F6*)
  •  Poison Surge
  • Jammer Surge
  • 7×6 Punishment (1×1 Cloud for 99 turns after Awoken Bind)

WoC2 is more forgiving compared to the Alt. version as the need to hit 600,000 Effective HP is lower due to no Gem floor. On the other hand, there is a possibility Floor 4 can be obnoxious which is omitted in the Alt. level.

As for the various Resists, they are used seldom needed and many can be avoided if you kill the opposing spawn fast enough. Of course, if you can layer them in, it will help.

On the other hand, utilizing Poison or Jammer Surge will provide more consistency, especially for teams who rely on specific orbs to function as Gilles will Lock the board if Hazards are present.


Alt. WoC2/SR2 (Alt. Ruler of Hell’s Halls)
Things you must bring
Great to have but lower priority
  • Unable to Match Clear
    • 5 turns (F7*)
    • 5 turns (F14*)
  • Solution to 2B DEF Dragon Seed (F2*)
    • Water teams cannot deal damage
      • Have to Auto Follow Up, Guard Break , or DEF Void
  • RCV Buff
    • 2 turns (F6*)
    • 10 turns (F10)
    • 99 turns (F12*) only triggers <50% HP
    • 1 turn (F14*) 1/3 possible abilities
  • Movement Time Buff
    • 10 turns (F2*)
    • 2 turns (F6*)
    • 10 turns (F8)
    • 1 turn (F14*) 1/3 possible abilities
  • 5 turn Skill Delay (F1*)
    • Important for Transforming teams
  • Bind Immune Leaders upon entering dungeon (F1*)
    • 10 turn preemptive Bind on all cards
  • Awoken Bind Clear
    • 1 turn (F4*)
    • 5 turns (F7*)
    • 1 turn (F10)
    • 5 turns (F14*)
  • Solution to Ogre Floor (F4*)
    • Need 10 turn Bind clear
    • 1 turn Awoken Bind
    • 600k Effective HP
  • Solution for Oku spawn (F10)
    • Full Mortal Poison board after Awoken Bind clear
      • Also spawns 3 Spinners
  • Damage Reduction to survive Gilles <50% ability (F14*)
    • Awoken Bind followed by 650,160
  • 600,000 Effective HP (F4*, 11*)
    • Possible to Delay F4
      • Otherwise unavoidable  on both floors due to Super Resolve
    • 506,880 Effective HP (F10)
  • ATK Buff (F13*)
  • A way to survive the full Heart Board if Will-o-Wisp spawns (F6)
    • Makes full board of Hearts unless Hazards are on board
  • Various turn-based executes
    • 15 turns (F8*, 9*, 10*)
    • Turn 4  if Sun Quan is >50% HP (F9)
    • 5 turns (F12*)
    • 10 turns (F13*)
  • Colour Absorb
    • 5 turns Random 2 (F9)
    • 99 turns Random 1 (F12)
      • 50% chance to spawn so 10% chance to fail if you rely on 1 colour
  • Poison and/or Jammer Surge
    • Will provide more consistency for teams who rely on specific orbs
      • Gilles (F14*) will Lock board when Hazards present
  •   Poison Resist
  •   Jammer Resist
  •   Blind Resist
  •  Cloud Resist
  • x   Tape Resist
  • x  Skill Bind Floor 1
  • download  Leader Swap (always occurs on F5*)
  •  Poison Surge
  • Jammer Surge
  • 7×6 Punishment (1×1 Cloud for 99 turns after Awoken Bind)

On top of all the various mechanics you need to counter, everything hits outrageously hard so once you are able to achieve 600,000 Effective HP, being able to heal sufficiently becomes a priority. Furthermore, everything on floors 1-7 have a 75% Super Resolve which means you will have to “kill” them twice along with tanking their damage. Leaving one of these spawns alive triggers “Wave of Carnage” which boosts their Attack by 7x for the next hit. It can also be thought of as a free turn as they only charge up on that turn.

Conclusion

Team Building for Puzzle and Dragons can be a daunting task but with a Checklist of key mechanics that needs to be overcome, this process becomes significantly easier. For myself, this is how I approach any dungeon as I try to my best to counter the most dangerous and unavoidable mechanics first.

With that being said, let me know what your process is when tackling new/hard dungeon and whether or not this type of post is helpful.

Happy Puzzling!

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27 thoughts on “Arenas, Colosseum & WoC/Shura Mechanics Checklist”

  1. Thank you! I will be using this list from now on as it’s the most convenient thing ever created.

    Like

  2. Exactly what I was looking for! I kept looking on Reddit for guides!

    Very appreciated!
    I think it’d be interesting to do a similar kind of thing for meta farmables.

    Thank you again!

    Like

  3. Literally have been looking for a resource like this for forever! So clean and detailed, truly a blessing Mantastic!!!

    Like

  4. Thanks for the guide!

    Can you add a button that will scroll all the way up for you and
    like a quick-link url table of contents thingy that takes you down?

    I for sure will be revisiting this often 😉

    Like

  5. Another key thing for AS2 is a solution for the full board of hearts that can be an issue. Thanks for the write up! Still trying to get my AS2 solo clear!

    Like

  6. I commented on the reddit post too, but I just wanted to say thank you again for this excellent content. I had about 5 end game dungeons to still complete solo, sure enough I used this guide starting at A6 (which I just never got around to doing and it only took me 4 tries of tweaking a team built specifically using your guide. On to the next 4. Thank you again so much for all you do Mantastic. — Simion32

    Like

  7. Excellent guide! This kind of content is what stops me from quitting and gives me back the thrill to keep trying to understand and face all the challenges and work thats building up a nice team out of my box. Its been like this for most than 5 years now!!! Thank you and I hope you get better

    Like

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