Introduction
Arena 6 is the newest dungeon to be released in PAD and gives players a new chance to test their team building and puzzling skills while also being introduced to new mechanics.
As a whole, Arena 6 is quite challenging but at the same time, feels reasonably fair as spawns can be stalled and you do not have to one shot everything right away. With that being said, Arena 6 has numerous new mechanics and challenges to overcome with the most notable mechanic being team ATK debuffs. These debuffs will reduce the damage output of your entire team and while some can be stalled out or possibly ignored, it does give more merits to team ATK buffs.
In addition to this, Floor 10 (Nohime) will feature different move-sets for players who use 7×6 teams as a way to punish them. While this can be dangerous, it is still stall-able with strong RCV.
The included video is of my one and only clear (at the time of publishing) so some spawns/mechanics may be a bit foreign but at the same time, you can see how I push through challenging content where I am uncertain of what will happen.
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 Arena 6 and ways I can improve upon my team.
Video clear
—
Notable Arena 6 mechanics
Arena 6 is one of the hardest dungeons currently 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.