Cosmic Trinity Annihilation (CTA) is an end game dungeon that features nearly all the bosses in the game in a randomized order with greatly inflated stats. Furthermore, the final floor is home to three new encounters who are intimidating to say the least.
However, with the release of additional cards, CTA has become significantly more manageable to the point where there are a variety of teams that can function as a carry as they have the means to seamlessly defeat the final bosses.
This article will be going over the common carry team set ups as well as advice on what type of compositions all three players should bring.
–video coming soon–
What is Cosmic Trinity Annihilation?
Cosmic Trinity Annihilation is a 7 floor end game dungeon that has randomized spawns. The first 6 floors are drawn from a pool of various bosses that gain more inflated stats the further you progress up to the point where they become somewhat silly as they can boast amazing amounts of health, deal lethal amounts of damage, and potentially carry silly mechanics. However, floor 1 almost always tends to be relatively easy and many teams may wish to stall there if required. Continue reading Cosmic Trinity Farming→
Cosmic Trinity is one of the hardest dungeons in the game as it features 6 floors of randomly spawned Descend Bosses that gain increasingly higher stats. Furthermore, if you are able to survive the randomness of each floor, you will be greeted by one of three incredibly challenging bosses on floor 7.
It is both the randomness, massive damage output, and health of the each floor that makes Cosmic Trinity challenging. However, if you have well invested teams with the appropriate Killers and inherits, you will be able to overcome the majority of floors and even cheese your way through the final floor.
However, even the most prepared teams can face certain death if the wrong spawns do appear so it can be challenging to have a perfect clear rate.
With all that being said, I have devised an efficient set up for my two account that enables me to easily bypass all 3 final boss encounters with Cthulhu and Nyarlathotep being killed in one or two turns.
Cosmic Trinity offers the most challenging encounters that are currently available but are gatekeeped behind 3-Player Coop. Now I understand that not everyone likes the idea of trusting random strangers, but at least your own personal progression is less hindered by comparison to 2-Player mode.
With all that being said, new teams and leaders have emerged as more ideal/meta while cards that were previously at the top have begun to falter and decline.
This article will examine what makes a powerful team/leader for Cosmic Trinity, why Dark Athena and Ra Dragon are faltering as well as things you can do to improve your own chances of success barring perfect/ideal teams.
In addition, I will also be touching upon the idea of utilizing a support team if you are lacking top tier teams for Cosmic Trinity.
—video coming soon—
Support team in action
What is Cosmic Trinity?
Cosmic Trinity is one of the new 3P dungeons that falls under the Complete Annihilation difficulty. It features various Descend bosses that gain increasingly higher stats up until the point where they can have 50+ million HP and deal essentially lethal amounts of damage to the average team. Furthermore, they appear in a random fashion which makes it challenging to actually plan accordingly. Finally, the final floor is guarded by a brand new encounter that is quite terrifying, but has various ways to cheese it.
3-Player Coop is in full swing and with it comes a flurry of highs and lows, excitement paired with despair, along with a new hurdles of challenges to overcome. I have been able to play a modest amount of 3-Player since the release on Monday and was able to clear all the non-Endless Corridor levels through pre-made teams as well as random-matchmaking.
This article will simply summarize my thoughts and impressions thus far as well as some advice moving forward. If you wish to read a more detailed article on preparing yourself for 3-Player Coop, you can find it HERE.
–video coming soon—
One of the best aspects of 3-Player Coop is the built in matchmaking system. A large barrier to the enjoyment of 2P mode was the difficulty in finding partner who had synergistic teams. As such, 3P being both a more solo-oriented experience by comparison helps you quickly find a match and actually get to playing.
While random matchmaking can be exciting and possibly amusing, it also has the tendency for troll-oriented teams (although I have managed to dodge all of those). This is because you are matched with two random players and do not see their teams until you actually enter the dungeon so you cannot preemptively dodge the match. Continue reading Thoughts on New 3-Player Coop Dungeons→
3-Player Coop has been released in North America, but our first taste was with an easy to clear evolution material dungeon. While this may seem a bit lackluster, it was probably done to “test” the servers as well as giving players a more gentle transition before the real content is released.
As such, this article will be going over what you should be prioritizing in this temporary downtime.
–video coming soo
How does 3-Player differ?
3-Player Coop is significantly more polished than 2-Player in that there is a dedicated match-making system in place. This will enable you to randomly match with 2 strangers while preserving a solo-y feel as you use your unique own team/health bar and only share the board in between turns. Continue reading Preparing for harder 3-Player Coop Dungeons→
I have finally been converted over to the dark side: I own Awoken Liu Bei on both accounts. Puzzle and Buttons is a strange concept for me as I have only seldom used my old Australis paired with Liu Bei team despite having 3 max skilled Dios . However, now that I have the strongest leader in coop, I took the time to browse the ALB Discord Server for team building inspiration.
The ALB Discord server has sample team builds for every dungeon imaginable along with strategy and step-by-step instructions. It is also a way to connect with other Awoken Liu Bei users and I highly encourage you to take a look.
The Liu Bei team I use to farm Special Descend Rush is significantly faster and less mentally taxing than my previous Sarasvati team (full breakdown can be found HERE). Outside of speed, Liu Bei teams rarely induce mental fatigue as they are so straight forward and is a significant boon when playing a dungeon over and over again.
My team is quite similar to the Discord team, but these should be used as a template as you may be missing a few of the key cards to success. Lacking the template team is sometimes a nice thing as it requires you to theory craft your own team and it did take me around an hour to commit to this team. Being able to solve these types of puzzles and using the cards you have been dealt is one of the aspects of PAD I do enjoy.
—video goes here—
Team build and explanation
The strategy I use is to one shot Zaerog Infinity through his 75% damage reduction shield. This is done via a damage enhance, a full board enhance, and Dragon and Devil Killer awakenings.
Awoken Liu Bei Teams for SDR Farming (No Pass/Stall)
Today’s Meta Snapshot will explore the rising popularity of alternate (alt) or additional accounts. This article will define what an alternate account is, how to go about raising one, the viability in today’s meta, and why it feels go to play with yourself. For reference, Mantastic is rank 642 and Fantastic is rank 600 which gives me a strong understanding of how to successfully play two high level accounts. Do keep in mind that I have been playing both account for over 1,000 days so my level of progression will differ from other players.
What is an alternate account?
Simply put, an alternate account is an additional account for a player who already has an existing one (often referred to as their main). In the past, players created alt accounts to help alleviate boredom during the dark days of 10 stamina/min. However, many people did not stick with it due to a lack of coop and slow progression years ago.
Today, many players have started to make new accounts not only to fight off boredom, but to play coop ‘solo’ by piloting two accounts.
Able to play coop at your own convenience
Have full control and only have your self to blame for mistakes
There is a certain joy when raising a new account (applies to most games)
Have twice the stamina to play with
Have twice the free magic stones to roll
If your accounts are different letter groups, you gain additional time slots to run the hourly dungeons
Can tell strangers you play with yourself in your spare time
This round of Challenge Dungeons came with a wide array of challenging spawns along with problematic mechanics that require careful planning to overcome. All the videos were lifted from my Twitch stream (which you can catch every Monday and Thursday at https://www.twitch.tv/mantasticpad) so excuse the lack of editing. Blue Sonia is an Fantastic leader due to her high burst potential, wonderful damage control, and insane recovery. Due to the music being played on stream, some countries may not be able to view them on YouTube; however, you can simply re-watch the past broadcast on Twitch =)
Challenge 10 had a wide array of troublesome spawns that required you to have damage control, bind clearing, and high burst damage to succeed. I made a nearly lethal error on the second floor as I misread that he will bind all monsters for 4 turns on his first attack. Lesson learned: carefully read all the dungeon mechanics!
I used B/L Hermes as a base for inheriting Awoken Sakuya to remove the preemptive dark binds from Nordis. Normally having a card that is not bind immune inherit a bind clear is risky; however, Nordis will only bind dark monsters so I was safe.
Aside from the miscalculation on the second floor, everything went according to plan and just goes to show the power of Blue Sonia when it comes to stalling.
Coop/multiplayer everything patch: doubling the disappointment for half the stamina. Perhaps that is not the best slogan (albeit accurate) for the shifting meta towards a more cooperative gameplay in Puzzle and Dragons. However, GungHo has been pushing the coop/multiplayer feature for the past several updates as a means to make it more appealing and enjoyable way to play PAD. Upon it’s debut in North America, there was a certain degree of skepticism as we were the unfortunate victim of a poorly timed release of no more solo-play and a challenge dungeon series that had to be played via multiplayer. Thankfully, this issue has been permanently corrected and we are now essentially in the glory days of multiplayer with only a few new updates to come to enhance our quality of life.
Currently, all descends, rushes, Arena, daily dungeons, and limited time hourly dungeons are available to play in coop for half the stamina. The hourly dungeons are of particular importance as only the hosting player has to have the correct time to play and anyone can join their room. Finally, our teams are bolstered with 4 more subs/actives along with an increased health pool to make our runs easier and faster to clear.
However, amongst all of these amazing benefits, many players are starting to feel the pressure to play coop (to min-max your stamina) and the actual pressure associated with matching under a time limit or with another person watching. As such, I wish to pen down my thoughts to help alleviate some of the newfound stresses in Puzzle and Dragons Continue reading The Pressures of Coop/Multiplayer→