Category Archives: Challenge Dungeons

Original Cloud City’s Scarlet Blaze Clears

Introduction

Cloud City’s Scarlet Blaze makes a return to North America and is an exact repeat of its first inception. With this in mind, I have decided to simply repost my original clears with older and less ideal teams here. The main point of this is to showcase how one can go about these dungeons as they do have troublesome mechanics despite us having better cards at our disposal.

Most of the commentary found below was from my initial impressions of the dungeon and it is actually quite interesting to see how team building has evolved over time.

Challenge 10

Challenge 10 was surprisingly straight forward and was actually done first try on both accounts.

Challenge 9

I realized from extensive testing on Fantastic that the poison skyfalls could easily ruin a promising run.

Challenge 8

Avoiding light and dark teams made Machine Hera easy to deal with as you ignore her 2 turns of light and dark absorb. Continue reading Original Cloud City’s Scarlet Blaze Clears

[Videos] October Monthly Quests: Level 8-10 Solo

Introduction

October is upon us and with it comes a new round of monthly quests. These dungeons are always interesting as it showcases different spawn combinations that can prove lethal if unprepared.

Clearing all of the quests will yield 2 Rainbow Event Medals :eventmedal: along with a Beach Valkyrie B Claire.

Level 10

The hardest part of Level 10 is resisting the urge to kill Floor 2 before your Leader has been swapped back. Failing to do so will result in Floor 3 doing their 99% gravity followed by a large attack which will end most runs unless some form of damage reduction is present.

Level 9

Level 9 features a Rogue-style system in that all your cards start at level 1. This means you will have significantly lower HP and may be in danger from DQ Hera preemptive of 46,238 along with invalidating any Super Awakenings if your card does not reach level 100. This can make your Super Awoken FUA  not work against Hino on floor 5.

Level 8

Level 8 features a terrifying Fixed Team that has a poor ATK multiplier and awakenings. Furthermore, players will only have 6 seconds to move orbs which can place constraints on your total combo count. Playing in coop grants additional HP which can make the dungeon potentially more forgiving along with access to a second board changer. For my run, I entered via coop and disconnected to save myself 40 stamina.

Conclusion

The October Monthly quests provide a fun play experience as it features an interesting Fixed Team along with unique spawn combinations that may prove challenging to the unprepared.

Let me know how you tackled these dungeons in the comments below.

Happy Puzzling!

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Sunken Serpent Labyrinth Clear Videos

Introduction

Sunken Serpent Labyrinth is an old challenge dungeon set that has come back for the second time and will give players the chance to acquire 10 Magic Stones along with various other rewards for each floor cleared.

While the each floor is still challenging, it has become much easier due to the introduction of new and powerful leaders. As such, players should be able to clear more this time around.

This post will include my various clears from both events to help provide some insight on how one can approach these dungeons.

The dungeon tab says GIFT but that is misleading and the GIFT is to signify that it can only be cleared once and can only be done in solo mode

Video clears

Level 10 / Final Floor
Floor 9
Floor 8
Level 7

Conclusion

Sunken Serpent Labyrith is an exciting event that has lucrative rewards across all levels. It is worth trying to clear as many floors as possible as each one yields a Magic Stone along with another prize.

Let me know what you think about these dungeons and what teams you used in the comments below.

Happy Puzzling!

 

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[Videos] June Quest Dungeons – Solo Level 8-10

Introduction

June is in full swing which means a a brand new set of Monthly Quest Dungeons to tackle! This morning I had nearly full stamina and decided to record my three solo clears to showcase what mechanics to be aware of along with possible counters to them.

Video clears

Level 10

Tardis  is the true hero for granting free stalling on Floor 1 to ensure all relevant actives are ready in time. Just make sure to leave at least 3 poison orbs for Medjedra to lock instead of disabling your awoken skills.

Level 9

Having a Fenrir  inherit prevents any poison orbs from falling down. Just make sure you leave the three Jammer orbs created in the bottom row to ensure you can match any new ones that fall down.

The final boss has 40 million defense to either bring a burst or DEF break to easily kill her. In addition, having a delay or shield ensure you survive her 200% gravity in the advent she prevents matching of your particular colour.

Level 8

Level 8 was reasonably straight forward and the only major issue I can foresee is Azazel placing his tape on the top row which prevents players from matching there. The two easiest counters are either the Resistance Immobility  awakening or using a 7×6 board. Finally, having a time buffer ensures you can overcome Kushindahime’s massive time debuff and combo shield.

Conclusion

These videos are not the only way to go about this and naturally, playing in coop will make things easier. Regardless, this set felt less intimidating overall and I am curious to hear what you have used to clear these dungeons.

Happy Puzzling!

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[Videos] Astral Plane Deity Clears

Introduction

The Astral Plane Diety “Gift” Dungeons are often referred to as the Zeus Campaigns as they present a unique set of challenges that can only be unlocked as you progress through each floor.

I managed to quickly clear and upload the final 3 floors for your entertainment and viewing pleasure.

The first 3 floors were more straight forward so there was no recording done.

Top Floor

Double Anubis on 6×5 is always exciting!

Naturally this strategy is risky and can be easily ruined by poor board generation:

Level 5

Free 7×6 almost screams for you to use Dual Anubis

Level 4

I have and will always love Dark Metatron’s play style.

Conclusion

The Astral Plane Diety felt less horrible than the previous Campaigns despite having horrible mechanics. Let me know what you used to clear these dungeons along with what you found to be most difficult.

Happy Puzzling!

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Queen’s Temple of Dance Clear Videos

Introduction

The Queen’s Temple of Dance is a new challenge campaign that was released today. It has a Hera-theme along with wonderfully challenging encounters. This post will compile all of my clears and any extra commentary alongside of it.

This will be a pseudo work in progress and will update this post as more clears come in across my two accounts.

Enjoy!

Level 5

This floor took me the most number of tries thus far as I was being stubborn in using double Anubis instead of Anubis x Diablos. Regardless, I barely got through with a little bit of luck from well timed skillfalls.


Level 4

This was significantly harder than I expected and it took several attempts to get into the rhythm of when to use active skills and stall. Some board luck is required.


Level 3

6* cards and Killer awakenings are keys to the success for Level 3.


Level 2

Pretty sloppy combos on my part so the video should have been significantly shorter. On the bright side, I walk you through my thought process for tackling the dungeon but failed to change my own inherits.


Level 1

The first dungeon of the day and it quite straight forward for a mono-colour team. The darkened orbs are not a pleasant experience for combo-based teams unless you are a wizard.


Conclusion

I will update this as I play more.

Happy Puzzling!

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Cloud City’s Scarlet Blaze Clears

Introduction

I did all of my Cloud City’s Scarlet Blaze clears earlier on in the week on my Twitch Twitch Stream and subsequently uploaded them to my YT YouTube channel. However, I realize this may not reach all of my readers so I will provide a compiled list of them here. Perhaps next time I will post these on my website in a more timely manner.

Challenge 10

Challenge 10 was surprisingly straight forward and was actually done first try on both accounts.

Challenge 9

I realized from extensive testing on Fantastic that the poison skyfalls could easily ruin a promising run.

Challenge 8

Avoiding light and dark teams made Machine Hera easy to deal with as you ignore her 2 turns of light and dark absorb. Continue reading Cloud City’s Scarlet Blaze Clears

Challenge 8-10 Reincarnated Sakuya Clears

Introduction

Reincarnated Sakuya  is live in North America and while she may be a frustrating leader to play, she still feels rewarding when you are able to trigger her full multiplier on a consistent basis. Below are my clears for Challenge 8-10. I used the same team for all of them as the subs itself are not that important and it is better to simply bring the required utility and time extends.

Challenge 10


Challenge 9


Challenge 8


Conclusion

Reincarnated Sakuya does feel rewarding when you are able to hit her maximum potential, but her lack of consistency is her main downfall when combined with her rainbow activation.

Let me know what you used to clear these challenges.

Happy Puzzling!

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Challenge Dungeons 37 Solo Clear Videos 8-10

Introduction

With 4x Technicals providing me with unlimited rank up potentials from Machine Hera (I only require 3-4 clears depending on overflow), I was able to experiment around more with this set of Challenge Dungeons and am happy to provide some glorious solo clears with some of my favourite leaders.

Challenge 10 – Sarasvati

This is one of my happier PAD moments as I had to try and come up with a team with enough Skill Boosts to avoid excessive stalling with a glass cannon leader while retaining a certain degree of damage control for floor 1’s resolve. After floor 1, I essentially followed the same strategy for the subsequent floors as my Meridionalis clear.

Challenge Dungeon 37 – Level 10 Sarasvati
Card 3069 3391 3069 3242 3069
Inherit A Hermes Carat Awoken Yomi 3276 Scheat


The glorious damage screenshot:

Challenge 10 – Meridionalis

My first clear of Challenge 10 so it is a bit more rough around the edges by comparison.

Challenge 9 – Dark Metatron

No RCV dungeons are wonderful for Dark Metatron as I am able to always ensure I stay at my maximum damage multiplier. The Spanking on floor 4 was also a nice touch.

Challenge 8 – Sarasvati

Any high multiplier leader without difficult activation requirements will excel in this dungeon as it is only 5 floors. Futhermore, a true button like Famiel Famiel acts as both a board changer and execution for floor 4 and their high defense.

Conclusion

This set of Challenge dungeons heavily favours glass cannon/non-tanky teams as most of the danger is simply having enough damage to one shot every floor.

Let me know what you used to clear this set of dungeons.

Happy Puzzling!

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How to Research and Plan for a Dungeon – Puzzledragonsx & PadGuide

Introduction

Like you favourite monsters, dungeons are evolving in complexity and difficulty. Forgone are the days of simply having to survive a single 8,000 damage hit and instead it almost feels like you have to have an advanced degree in Puzzle and Dragons to decipher or interpret the dungeon at hand. Thankfully, we have access to two great resources and this post will focus not only on how to understand and comprehend the information presented, but how to also theory craft counters to each mechanic.

200_s-1

I plan to do a subsequent post that will teach you how to intelligently build a team that will use topics discussed in this article so stay tuned.

This article will focus on how to overcome various hurdles presented in a dungeon along with a specific example of the current One Shot Challenge and subsequent video clear with Yomi Dragon 3266.

Video commentary

—video goes here—

Yomi Dragon clear of One Shot Challenge 9


Puzzledragonsx & PadGuide

The two best database resources available to English PAD players are http://www.puzzledragonx.com/ (padx) and the mobile app PadGuide. Both these tools provide the same kind of information and which you choose to use will be mostly based on personal preference. For myself, I prefer using padx for dungeon research and PadGuide for monsters/evolutions etc. Continue reading How to Research and Plan for a Dungeon – Puzzledragonsx & PadGuide