Category Archives: Pantheon Analysis

Celtic Series Overview

Introduction

The Celtic Series is the newest Pantheon to be added into the Rare Egg Machine. This means they will be rotated throughout the REM but will be Highlighted upon their initial debut until the next Godfest.

With the Rare Egg Machine Renewal, all Pantheon cards, former 5* GFE, and miscellaneous junk will rotate on a regular basis but will Highlight specific cards during non-Godfest events. However, the Celtic Series are all 6* base cards which means they will have middling rolling rates during Godfests as they will lose their Highlighted status.

Despite boasting 1.4% rolling rates right now, it is not worth pursuing them at this point in time and it will be better to wait for a Godfest to have the chance of acquiring 6* GFE alongside of the Celtic Series.

Unlike some 6* Pantheon cards, the Celtic Series do not possess an Awoken Evolution and retain their active skill. Thus, it is advantageous to evolve them.

Video commentary

–video coming soon–

Celtic Series overview

 Brigid

Continue reading Celtic Series Overview

Wisdom Kings Review and Analysis

Introduction

The Wisdom Kings are the newest pantheon to be released in Puzzle and Dragons. None of these monsters have an ultimate evolution and to help compensate for the anticipated Powercreep, they have received additional awakenings along with a unique kit to keep them interesting (they should have new evolutions in the distant future). All of the Wisdom Kings provide something new and valuable that helps add dimension to your monster box.

As a forewarning, any defensive multiplier is lost if your leader is bound. Conversely, the multiplayer bonus Multiplayer Bonus provides 50% more stats to these cards which helps bring them more inline with Reincarnated/Awoken evolutions as their base stats are around 700.

Video commentary

Continue reading Wisdom Kings Review and Analysis

New GFE: Sherias Roots, Fenrir Viz, and Balboa Analysis and Review

Handy References

Please refer to the Master List for directory to the other pantheons and their analysis.

Take a look at my Popular Leaders and their Full Sub List post for inspiration on team building ideas. If contemplating on purchasing a MP Dragon, please check out my Monster Point Dragon Purchasing Check-list Guide.

Keep in mind all of the following monsters qualify for Skill Inheritance so do not be too hasty in selling dupes.


Overview

The Hel’s Kitchen Godfest marks the official release of the highly anticipated Sherias Roots Sherias Roots, Balboa Balboa, and Fenrir Viz Fenrir Viz. These three new Godfest Exclusives help diversify your monster box while providing a new top tier leader with Sherias Roots. Just be conscious of their rarity and how challenging it will be to acquire these new monsters. Continue reading New GFE: Sherias Roots, Fenrir Viz, and Balboa Analysis and Review

Sherias, Baldin, Urd, Skuld, & Verdandi Monster Analysis

Please refer to the Master List for directory to the other pantheons and their analysis.

Take a look at my Popular Leaders and their Full Sub List post for inspiration on team building ideas. If contemplating on purchasing a MP Dragon, please check out my Monster Point Dragon Purchasing Check-list Guide.

Keep in mind all of the following monsters qualify for Skill Inheritance so do not be too hasty in selling dupes.


Sherias and Baldin are two new Godfest Exclusives and provide more diversification and utility for their respective teams. They are also capable of forming unique teams provided you have the correct subs with Sherias being one of the best starting rolls available. On the other hand, the Norns (Urd, Skuld, and Verdandi) make Fantastic subs on their respective mono colour teams due to their tri-colour board changer that also produces heart orbs. This can be used in conjunction with another orb changer or grant the opportunity to heal and deal damage on the same turn.

Sherias, Baldin, Urd, Skuld, & Verdandi

jjjjjjjjMonsterjjjjjjjjj  Notes
Sherias
Sherias
Dragon / God
Skill Boost Skill Lock Resist Time Extend
Healer Killer Devil killer
—-
All  Arrow Fire Water Green Light Dark + 1 turn haste
9 turn CD
Putting the Dragons back into Puzzle and Dragons is the newest Godfest Exclusive, Sherias! Featuring some incredible art work, this 5-star GFE comes equipped with double killer awakenings along with the staple utility of skill boost, skill bind resist, and time extend. Healer Healer Killer and Devil Devil killer Killer are quite powerful as it allows you to deal 3x damage against bosses with those typings and an incredible 9x if they have both. Sherias features another Light Kali Kali style active, but grants a single turn of haste for an additional 2 turns of cooldown. Whether the haste component is worthwhile will depend on how much haste you have on your other cards. The more haste you have at your disposal, the faster you can chain skills and cycle your actives.

Sherias is regarded as one of the strongest starting rolls for a new account due to their scaling leader skill. Dual Sherias leaders produce 4x damage for a 2 colour match and scales up to 5x for 5 colours. However, they also grant 2.5x ATK  for up to 7 connected water orbs. Thus, you are able to achieve 56.25x ATK with the ability to capitalise on water row Water Row subs. This will not make Sherias a top tier leader, but you have to potential to clear a reasonable amount of content. One thing you have to keep in mind is the only orb changers you can bring are heart breakers. Otherwise, you will not be able to fully proc your leader skill.

Outside of a leadership role, Sherias is valued for their board refresh active. Granted the only water-based rainbow leader is Umisachi & Yamasachi U&Y, Sherias can still make appearances on Sakuya Sakuya, Awoken Ra Ra, and Light Kali teams. However, with the introduction of Skill Inheritance, you can utilise Sherias’s active anyway you please.

I doubt GungHo is Sherias about creating more dragons over pretty girls, but Sherias is a fantastic monster to own for their leadership potential, sub utility, and skill inheritance flexibility. Just don’t call them Shirley.

Baldin
Baldin
Dragon / Machine
Skill Boost Skill Boost Skill Lock Resist
Skill Lock Resist physical killer God Killer
—-
50% damage reduction for 2 turns. 2x ATK for Dragon & Machine types for 2 turns
15  turn CD
At first there was Grodin, then the introduction of Blodin, and Rodin. Now we have come full circle with Baldin. Baldin may not have sculpted abs, but there is definitely something funky going on in their abdomen region. Regardless, Baldin is a new 6-star Godfest Exclusive that appears to have less relevancy with the current cards available today. Baldin’s awakenings are powerful as he features the rarely seen two Skill Bind Resistance Skill Lock Resist and if used as a leader, you only need to bring a single sub to achieve 100% immunity. Furthermore, the Physical physical killer and God God Killer killer awakenings allow him to deal 3x damage to those respective bosses.

Looking at the bald dragon’s active skill, he reduces damage taken by 50% for two turns along with 2 turns of 2x enhancement for Dragon and Machine types. This feels somewhat unusual as they are polar opposite style actives. When using a shield, you are trying to survive/stall through a difficult phase. Conversely, damage enhancement is used to sweep a stage.  As such, I am trying to think of any specific scenario where you need the two together. Thus, you will have to pay for an increased cooldown as you are able given the flexibility to use either component as needed.

Baldin forms a 2.25x HP / 14.06x ATK / 2.25x RCV team for fire attribute cards when you match both fire and dark orbs. This results in a very durable team that has some flexibility as all fire types benefit from the leader skill. You still wish to prioritise Dragons and Machines to capitalise on the 2x active burst. Thankfully, there are some options for viable fire cards with both Dragon and Machine types. Some examples include, but not limited to: Red Sonia Red Sonia, Gadius Gadius, Yamato Bankai Yamato, Tsukabki Tsubaki, Denebola Denebola, Antares Antares, Uriel Uriel, and Pure Red Puppeteer, Just be aware of actives that remove dark orbs. A sample team and clear using Baldin on the JP server can be found HERE.  In essence, the teams plays like a tank team and can stall through even the most challenging of floors.

As a sub, Baldin will most likely be used as a fire-type shielding option, but his enhancement component will largely go to waste.

Overall, Baldin has some uses, but will be challenging to construct an ideal team. Does he feel worthy of a 6-star GFE title? Maybe? We may need more options or possibly some more clears showcasing their potential. However, with tank teams such as Lucifer Awoken Archdemon Lucifer or I&I I&I / Ryune Ryune who have a much wider sub pool, Baldin may be overlooked for easier options.

 Urd
Urd
God / Attacker
TPA Skill Boost Enhnaced Fire Orb
Skill Lock Resist Enhnaced Fire Orb Skill Boost
+heart Enhnaced Fire Orb Time Extend
—-
All Arrow Fire Water Heart
9 turn CD
A sexy Librarian? Perhaps a seductive secretary. Regardless, Urd is enticing with her glasses and only her power/viability can rival her charm and good looks. Urd brings a lot of enhancement to the party through her triple fire and heart orb awakenings. This helps add additional damage and increases your healing potential. Row teams (including Raoh Raoh) can benefit from the enhanced awakenings as you start to see increased damage returns after achieving 10 row enhances. Due to the fact that many cards bring 2+ fire rows, you should be able to hit that magic number 10 and begin prioritising enhanced orbs. As such, Urd can find a place on all high end fire teams including Awoken Shiva Shiva, Shiva Dragon Shiva D, Gadius Gadius, and Raoh. This flexibility makes her an ideal target for plus egg investment as she can be used between so many different teams.

Looking at Urd’s active, she has one of the most desirable board changers as she generates both fire and heart orbs. This allows you to heal and deal damage or be combo-ed with another orb changer to create a 2/3 fire board. Furthermore, you are able to use her active as an assistant for skill inheritance on both fire and water teams. Most notable combo with water is with Andromeda Bankai Andro to create a 2/3 water. 1/3 heart board.

As a leader, Urd is okay as she grants 3.3x ATK for fire types and boosting HP and RCV by 1.35x if they have the water sub type. This can be problematic as most cards will not benefit from the additional bonuses. Many players will thus pair up with Awoken Shiva as his playstyle is quite similar to Urd’s.

Overall, Urd is a highly desired card for both a sub and as an assistant for skill inheritance.

 Skuld
Skuld ult evo
God / Physical
TPA Skill Boost blue + orb
Skill Lock Resist Enhanced Wood Orb blue + orb
+heart TPA Time Extend
—-
All Arrow Water Green Heart
9 turn CD
Skuld has received a resurgence in popularity the past few months due to her leader skill receiving a buff and new monsters coming into power. With both her Physical typing, she can find a home on Blue Sonia Blue Sonia teams if you lack a heart maker. Furthermore, her heart generating active allows her to be utilised by Lakshmi Awoken Lakshimi while her TPA and orb enhance awakenings give her a position as a Rukia Rukai Kuchiki. Finally, her overall utility grants Skuld a spot on I&I I&I / Ryune Ryune and future Sumire Ult Sumire teams. The God typing does allow her to be used on Neptune Dragon Neptune Dragon teams; however, it may be challenging to have sufficient water orbs and there are better options. In short, her versatility is unrivaled and makes a great addition to any water box. Looking forward, Skuld will be very desired for You Yu You Yu teams.

Even without any row enhance awakenings, her dual orb blue + orb enhance and utility based awakenings provide damage diversity and her active can be used in conjunction with any heart breaker to form a 2/3 water board.

As a leader, Skuld forms a modest 27.56x team as a 5o1e playstyle and should be able to clear modest content due to your enhanced RCV for water/wood types.

The main dr

Overall, Skuld is a versatile water card who should be a splashing success to your monster box. Lastly, her tri-colour board changer is powerful for skill inheritance as it allows you to heal and deal damage at the same time for water and wood teams.

Verdandi
Verd
God / Balance
TPA Skill Boost Enhanced Wood Orb
Skill Lock Resist Enhanced Wood Orb +heart
Skill Boost Enhanced Wood Orb Time Extend
—-
All Arrow Fire Green Heart
9 turn CD
Verdandi is the last of the Norns and is one of the strongest board changers available for mono wood teams. Generally speaking, any tri-colour board changer than can generate hearts is superior to those who  cannot. This is because you are creating 2 valuable orbs and heart breakers are the most common orb changer to wombo combo for a 2/3 primary colour board. As such, Verdandi is a Fantastic option for your Awoken Bastet Bastet and future Kaede Ult Kaede teams when you wish to focus on TPA. Even though Verdandi does not possess any rows Wood Row, she can still be effectively used on their teams as you wish to prioritise orb enhances after achieving 10 row awakenings and can be used on Sylvie Sylvie Freyja Awoken Freyja.

Looking at Verdandi’s awakenings, the three wood orb enhances ensure 60% of all wood orbs appear with a plus while the enhanced heart provide a modest increase to your healing output. They may not be as flashy as rows or multiple Two Prong Attacks, but they contribute to your overall output.

As a leader, Verdandi forms a 10.89x ATK team for wood monsters while providing 2.25x HP for fire cards. However, you may be hard pressed to find numerous wood cards with the fire sub attribute and a 10.89x TPA team is lackluster in today’s meta. Wood (would, couldn’t resist) mostly be used as an early game lead.

Overall, Verdandi is a solid mono wood sub who provides a healthy mix of enhancement and utility to your team. She will become even more valuable on the future Ultimate Kaede teams.

Happy Puzzling!

Egyptian 2 Pantheon Analysis

Please refer to the Master List for directory to the other pantheons and their analysis.

Take a look at my Popular Leaders and their Full Sub List post for inspiration on team building ideas. If contemplating on purchasing a MP Dragon, please check out my Monster Point Dragon Purchasing Check-list Guide.

Keep in mind all of the following monsters qualify for Skill Inheritance so do not be too hasty in selling dupes.


The Egyptian 2 pantheon is in an awkward place in today’s meta. They are a relatively new pantheon, but old enough to not have kept pace with the rate of powercreep. Furthermore, none of these cards have an awoken evolution (and probably will not for some time) and this further diminishes their value. Relatively speaking, they make reasonable subs for their respective teams, but may be outclassed by other options.

Egyptian 2

jjjjjjjjMonsterjjjjjjjjj  Notes
Set
Set
God / Attacker
Enhnaced Fire Orb Skill Boost Enhanced Wood Orb
Enhnaced Fire Orb TPA TPA
TPA +heart
—-
Heart Arrow Fire
1.5x ATK Fire att. for 2 turns
11 turn CD
Ding dong. No, that was not the doorbell, but was Set’s triple dong awakenings! For those who avoid the internet (wise choice), the dong awakening sometimes refers to the Two Prong Attack TPA and is Set’s signature aspect. With 3 TPA awakenings, he has the potential for massive burst damage. As such, Set can find a warm welcoming from Awoken Shiva Shiva where his burst potential and damage enhancement active are highly desired. One Fantastic aspect of Set’s active is being able to augment your damage for two turns as well as a heart to fire orb changer. This allows you to conserve actives as you can use Set on the second to last floor with no other orb changer to sweep and then proceed into the boss with the second turn of enhancement.

In addition to Awoken Shiva, Set can be utilised on Shiva Dragon Shiva D teams due to his God typing. This allows Set to be your go to choice for damage enhancement as Awoken Freyr Freyr lacks a god typing. In addition, you can use Set on Raoh Raoh teams due to his Attacker typing if you need the burst. Unfortunately, fire is lacking a solid end game lead and this is the main drawback of Set as you will struggle to find an ideal home for pushing current content. Furthermore, Set is also lacking a Skill Bind Resist Skill Lock Resist awakening and may place constraints on your team when trying to achieve 100% immunity.

For beginning players, Set is a strong leader as he will teach you the ways of comboing and basic orb management.

Overall, Set is a solid sub for mono fire teams because your damage enhancement will carry over for two turns. This will help conserve your actives towards the end of a dungeon and ensures you are all set for any encounter.

Nut
Nut
God / Physical
blue + orb TPA Time Extend
blue + orb TPA blue + orb
blue + orb +heart
—-
L Column  Arrow Water
4  turn CD
I am going a little nuts over Nut’s artwork and the whole galaxy theme combined with masks and mystery set my heart all aflutter. I actually have her as my desktop’s wallpaper. Regardless, Nut is an interesting water monster who is starting to see more gameplay with the resurgence of water TPA through Rukia Rukai Kuchiki. However, even without any water row Water Row awakenings, Nut can still be utilised due to her 4 water orb enhance blue + orb awakenings. She ensures 80% of all water orbs that appear come with an enhance and is a fantastic way to add additional damage to your team. Her God and Physical typing allows them to fully benefit from Neptune Dragon Neptune Dragon and Blue Sonia Blue Sonia‘s leader skill. In addition, you can use Nut on I&I I&I / Ryune Ryune as a means to frequently proc your leader skill via a 4 turn active.

Looking at Nut’s active, you are able to generate 1-5 additional water orbs on a 4 turn cooldown. What makes this unique compared to other orb changers is that she will spawn the orbs in a fixed location regardless of what is already there. This means you can use Nut as a way to improve an already strong board after a full board changer or to override poison/jammer orbs. Furthermore, the column that is generated can easily be converted into a TPA match by moving a water orb from the bottom or top.

The main drawback of using Nut is a lack of SBR Skill Lock Resist which could place constraints on team building in order to achieve 100% immunity.

Overall, Nut is a solid water sub and although she may not be a source of healthy fat/protein, she can strengthen your team’s output via her 4 water orb enhances.

Osiris
Osiris

God / Balance
Enhanced Wood Orb TPA Time Extend
Enhanced Wood Orb TPA Enhanced Wood Orb
Enhanced Wood Orb+heart
—-
R Column  Arrow Green
4  turn CD
Osiris was designed as the wood counterpart to Nut as he shares the same style of awakenings and active. He also features his wonderful pet, Medjedra, along with stunning art work. Unfortunately, Osiris is seldom seen on many mono wood teams due to the sheer abundance of TPA-oriented subs. Despite the fact that teams like Bastet Bastet thrive on additional orb enhances, you may not be able to as easily accommodate Osiris on your team due to a lack of SBR  Skill Lock Resist. In terms of a quick orb changer, most players would elect to use Vishnu Vishnu instead due to the additional Two Prong Attack, SBR, and enhanced skyfall mechanic.

Another factor that is hurting Osiris’s viability is a slow decline of wood TPA teams. They have actually become stronger since the inception of Awoken Bastet due to additional subs and skill inheritance. However, their improvement has not kept pace with the current rate of powercreep and players are beginning to shift away from wood teams.

One thing to keep in mind with Osiris is that he forms a modest 1.82x HP / 12.25x ATK / 1.82x RCV team that can be used to clear early-mid game descends. Only problem is finding friends who use him.

Overall, Osiris is still a strong card, but the teams where he shines have not kept pace with powercreep and his own lack of an awoken evolution dampens his own power. On the bright side, Medjedra still loves him.

Hathor
Hathor
God / Healer
+light orb Skill Boost blue + orb
+light orb +light orb +light orb
Skill Lock Resist Time Extend
—-
25% gravity
13 turn CD
Got Milk? Hathor certainly does! She brings joy and overflowing jugs all rolled into one pretty girl in Puzzle and Waifus. It is a shame Hathor was released very late into the game and could not shine bright in the meta as 25x rainbow leads began to go out of style. She is capable of forming a 1.82x HP / 20.25x ATK / 1.82x RCV rainbow team that requires 5/6 elements to trigger activation. This would have made her stronger than the first few evolutions of Sakuya, but the game shifted away from rainbow leads before Hathor could develop a following. Presently, Hathor is mostly a pretty box cheerleaders and potential candidate for skill inheritance as gravity assistant. She could also be used as a mono light sub for gravity, but is relatively eclipsed by Awoken Sakuya Sakuya in that department.

Hathor is still lacking a Bankai or Awoken evolution and either one may be able to resurrect her viability as a tank rainbow team with a higher multiplier could be viable in the current meta.

Overall, Hathor is a potential assistant as a gravity through skill inheritance and requires a major buff or evolution to gain relevance as a leader.

Nephthys
Nephthys
God / Devil
Dark Orb Enhance Skill Boost Enhnaced Fire Orb
Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance
+heart Skill Lock Resist
—-
Dark Arrow Dark Orb Enhance
1.5x Dark ATK for 2 turns
8 turn CD
Nephthys is an adorkable card in Puzzle and Dragons as she combines cute with a touch of ebil. She also follows the relative trend of the Egyptian 2 pantheon by featuring 4 enhanced orb awakenings and being largely outclassed by other options for her respective role. Even with the buff to her active skill to allow 2 turns of damage enhancement, she will still feel inferior to Loki Awoken Loki or other damage boosters. Unlike Set, Nephthys only enhances dark orbs (instead of generating extra orbs) and still requires another orb changer to deal damage. Furthermore, if you are planning to use her active on the second to last floor (as your second turn of damage carries over), you will have wasted the majority of your burst due to the orb enhancement. Thus, you would probably need to use Nephthys on the boss itself and negating the two turn enhancement buff. This may seem a little nit-picky; however, it becomes crucial to min/max at higher levels and you need to be careful of what actives/subs you bring to the party.

Looking beyond Nephthys’s active, her God and Devil typing allow her to be utilised on all the popular dark teams: Yomi Dragon Yomi Dragon, Awoken Lucifer Awoken Archdemon Lucifer, and Awoken Pandora Awoken Pandora. The 4 enhanced dark orb Dark Orb Enhance add a sizeable damage increase and ensure 80% of all spawned orbs come with an enhance. Furthermore, by being able to enhance dark orbs with her active, you can correct badly spawned full board changers for Yomi Dragon.

Nephthys is also capable of forming a modestly strong 1.82x HP / 9x ATK / 1.82x RCV rainbow team that only requires you to match 3 elements. This may not seem that powerful, but you have access to numerous (and powerful) dark subs and you can prioritise rows along with having a 50% uptime on the 1.5x ATK buff from her active with max skilled leaders. You may not be able to find friends, but it is an interesting point to consider and there are numerous clears of higher end content with Nephthys floating around the internet.

Overall, Nephthys is a reasonable dark team enhancer, but may be outclassed by other options.

Happy Puzzling!

Odins, Ilm, & Zuoh Monster Analysis

Please refer to the Master List for directory to the other pantheons and their analysis.

Take a look at my Popular Leaders and their Full Sub List post for inspiration on team building ideas. If contemplating on purchasing a MP Dragon, please check out my Monster Point Dragon Purchasing Check-list Guide.

Keep in mind all of the following monsters qualify for Skill Inheritance so do not be too hasty in selling dupes.


The Odin are some of the oldest monsters in Puzzle and Dragons that have been receiving numerous small buffs to try and regain their viability. On the other hand, Ilm and Zuoh are two newer Godfest Exclusives who are powerful options for their respective teams due to their full board changers.

Odins, Ilm, & Zuoh

jjjjjjjjMonsterjjjjjjjjj  Notes
Red Odin
rodin
God / Attacker
Skill Boost Fire Row Fire Row
Skill Boost Skill Boost Fire Row
Bind Immune Bind Immune Fire Row
—-
50x Dark damage to all enemies. 10x ATK poison
15 turn CD
Red Odin (Rodin) is considered by many to be a staple sub on push button teams. However, with the introduction of skill inheritance, his dependency is slightly lowered if you are willing to invest in a high skill boost base monster. However, Red Odin performs the job so well and can make farming a breeze. Unfortunately, his uses beyond a farming sub are slim as his active will only be situationally useful to bypass high defence monsters via poison. You can also inherit his skill which does make him one of the few poison cards that can be used as an assistant.

In an effort to increase his viability, Red Odin has received various buffs to his leader skill and now provides 2x HP and 3.75x ATK. This is reasonable and can make as a pseudo tank team lead. Unfortunately, his active is relatively weak and would require an inheritance to have more viability.

Overall, Red Odin is a luxury card who will not see much use for the average player. Just remember, being able to farm an easy dungeon fast does not increase the drop rates, only the speed in which you can clear (and burn stones).

Blue Odin
Blodin
God / Physical
Skill Boost Water Row Water Row
Skill Boost Skill Boost Water Row
TPA TPA TPA
—-
50x ATK damage & 15% heal. Enhance water & dark orbs
6  turn CD
Blue Odin (Blodin) has outrageously sculpted thighs that are threatening to burst through his skin-tight pants. Looks aside, the magical spear Odin posses an outstanding 894 weighed stats along with a wonderful mix of offensive awakenings to satisfy any mono water team. Granted you rarely wish to mix rows with TPA awakenings and thus he only has six valid awakenings. Unfortunately, he lacks any form of utility and skill bind resistance Skill Lock Resist which could place constraints on team building to help achieve 100% immunity.

Blue Odin’s active has undergone numerous micro-buffs with a reduction to 6 turns with latest patch. Unfortunately, the dual enhancement for water and dark goes mostly to waste and only adds additional turns to the cooldown. However, at only 6 turns, you can use Odin as a base for skill inheritance as his awakenings and base stats are quite strong. Furthermore, you should not discredit the healing component tied to his active. At max level and +297, he will restore 13,395 health and has functioned as an emergency heal on my Blue Sonia Blue Sonia team.

Blue Odin can have an appearance on any mono water team due to his God and Physical typing which includes, but not limited to Blue Sonia, Neptune Dragon Neptune Dragon, I&I I&I / Ryune Ryune, Lakshmi Awoken Lakshimi, and Rukia Rukai Kuchiki. As stated above, you can use Blue Odin as your base for skill inheritance as he has a low base cooldown along with high stats and 3 skill boost Skill Boost awakenings.

Overall, Blue Odin is regaining favour as a 6-star GFE due to numerous active buffs and skill inheritance.

 Green Odin
Green Odin
God / Balance
Skill Boost Bind Immune Bind Immune
Skill Boost Auto heal Auto heal
Auto heal Auto heal
—-
50x ATK damage & 15% heal. 5 turns bind clear
9  turn CD
Like Blue Odin Blodin, Green Odin (Grodin) has been receiving numerous micro-buffs to his active and is finally blessed with a truly powerful bind clear. If full leveled and +297, he will restore just under 14k health along with removing 5 turns of binds. This is quite potent and although you will rarely need to remove 5 turns, it is a helpful option to have available for skill inheritance. The main reason Odin is not selected as a sub on most teams is his lack of offensive awakenings and no SBR Skill Lock Resist or recover bind Bind Clear awakening utility. Thus, his only purpose would be bind clearing which is becoming less important due to unbindable leads.

In addition to his active skill receiving improvements, Grodin’s leader skill has also been upgraded to grant up to 3.5x ATK when clearing 4-8 connected wood orbs and an 80% damage reduction shield on the first attack when HP is full. This is not game-breaking, but at least allows for modestly faster clears if tackling a descend with no multi-hit components. His favourite pairing would be Awoken Ama Amate who also has an ATK multiplier in addition to large autohealing component to her leader skill.

Overall, Green Odin is still a lacklustre 5-star GFE as the dependency on bind clearing is at an all time low and will most likely be regulated to being an assistant through skill inheritance.

Ilm
Ilm
Devil / Attacker
TPA Skill Boost Time Extend
Light Row Skill Boost Skill Lock Resist
—-
All Arrow Fire Light
12 turn CD
Ilm is essentially a Light/Fire Sonia without an ultimate evolution. This automatically diminishes their value as they only have 6 awakenings (which is low for a 6-star GFE) and I was somewhat surprised to see them in the PCGF. However, it just shows how popular Saria Saria / Thor Thor  and Machine Zeus Awoken Zeus teams are as Ilm can almost always produce 2+ rows through their active. You are of course running the risk of a horrible orb-trolled board which cannot correct via orb changers due to only light and fire orbs being generated. I would prefer to run a tri-colour board changer as you can combo with another sub to pretty much guarantee a burst heavy board. Regardless, you can still effectively utilise Ilm on your mono light row teams and the promise of a future ultimate evolution should address their lack of awakenings.

Ilm’s leadership potential is for the most part impractical as a 36x lead is not game breaking considering you have to match two different colours and have no HP or RCV multiplier. However, you can use Ilm as a fantastic Tsubaki Tsubaki sub (if you can find friends who use them) as you generate their two needed colours and can achieve a higher multiplier.

Overall, Ilm is a potent mono light sub and their active can be transferred to both fire and light teams.

Zuoh
Ult Zuoh
Devil / Physical
TPA Skill Boost Dark row
Wood Row Time Extend Skill Lock Resist
Dark row Dragon Killer
—-
All  Arrow Fire Green Dark
8 turn CD
Zuoh has fantastic artwork that truly captures the demonic beast within. He has a relatively new ultimate evolution that gave him a significant boost to his damage output through an additional row and Dragon Killer Dark row awakening. The Dragon Killer is exceptionally valuable in Ultimate Arena when facing the Dark Kali as it helps you push her out of the >65% danger zone. In addition to his offensive capabilities, he has a healthy mix of defensive utility and is a boon to all dark row-based/devil teams. You can find Zuoh making an appearance on Lucifer Awoken Archdemon Lucifer, Pandora Awoken Pandora, and Dark Metatron dtron as they all focus on dark rows and Zuoh can be beautifully combo-ed with Akechi Akechi, Hanzo Hanzo, and Pandora to form a 2/3 dark board for explosive damage.

The main drawback of using Zuoh as a sub is his 0 base RCV that can place constraints on recovering when stalling. Awoken Pandora teams already have naturally low RCV due to their two leaders and Zuoh can further complicate the problem unless you have heavy plus egg investment.

Zuoh can also be used as a leader and form a “Meimei System” by using multiple Awoken Meimeis MeiMei to continuously chain his leader skill activation. However, the team is fragile as there is no HP or RCV multiplier and you have no defensive utility.

Overall, Zuoh is a powerful dark row team sub and his offensive capabilities and his active allows for incredible burst damage when combo-ed with another orb changer.

Happy Puzzling!

Red, Blue, Green Sonia, Gadius and Typhon Analysis

Please refer to the Master List for directory to the other pantheons and their analysis.

Take a look at my Popular Leaders and their Full Sub List post for inspiration on team building ideas. If contemplating on purchasing a MP Dragon, please check out my Monster Point Dragon Purchasing Check-list Guide.

Keep in mind all of the following monsters qualify for Skill Inheritance so do not be too hasty in selling dupes.


The Sonias are reknown as the pioneers of bicolour board changers and forming high recovery teams. Due to the nature of their active, they tend to excel on row based teams as you are almost certain to have two unique rows of your primary colour and have the potential to unleash explosive burst damage. On the other hand, Gadius and Typhon have a more utility based active that can generate heart orbs and can be comboed with other orb changers for critical damage. Unfortuantely, only Blue Sonia and Gadius see action in the current meta and the others will remain placeholders for more ideal cards.

Sonias, Gadius, & Typhon

jjjjjjjjMonsterjjjjjjjjj  Notes
Red Sonia
Red Sonia
Dragon  / Devil
Fire Row Dark row Bind Clear awakening
Skill Boost Skill Boost Time Extend
—-
All  Arrow Fire Dark
12 turn CD
Red Sonia (aka Ronia) was once the most popular leader in Puzzle and Dragons as she could be successfully paired with Lu Bu Lu Bu to form a 1.35x HP / 9x ATK / 2.5x RCV devil team that was capable of clearing all the content PAD had to offer. Then came the rise of rainbow teams and numerous shifts in the meta to find Red Sonia outclassed by other tank leads who grant a larger health and attack multiplier. Furthermore, Red Sonia is off colour when paired with Lu Bu and this hurts your overall damage in the long run. Don’t get me wrong, Red Sonia is still powerful and capable of clearing all the early/mid game content and even has a chance at some harder dungeons, but you will eventually gain better options. She will mostly be used to help you acquire the materials needed for your various awoken evolutions. Sonia has now been buffed to 3.75x ATK (thus Lu Bu plus Sonia is now 11.25x), but this probably not enough to tackle high end content.

Team building Red Sonia is quite straight forward as you have numerous options for devils from both a farmable and REM point of view and your teams may look similar to Awoken Pandora Awoken Pandora.

As a sub, Red Sonia has potential on Raoh Raoh as he utilizes fire rows and devils. Otherwise, she can make appearances on other mono fire teams and on dark based devil teams as her active does generate numerous dark orbs.

Overall, Red Sonia is a useful roll and will be an asset for those starting out as she makes the game quite easy.

Blue Sonia
Blue Sonia
Dragon / Physical
Water Row blue + orb Dark row
Bind Clear awakening Skill Boost Skill Boost
Skill Lock Resist Time Extend Water Row
—-
All  Arrow Water Dark
12 turn CD
Blue Sonia (aka Blonia) has gone through various waves of popularity since her release as her main diminishing factor was a shallow sub pool. However, her ultimate evolution proved to be a splashing success as she is able to utilize physical and dragon subs along with an increasing her attack multiplier to 14.06x. You also benefit from 6.25x RCV which means you can essentially heal back to full health from minimal heart matching and combos. Furthermore, Blue Sonia has an incredible amount of base HP (5,780 at max level) and her teams will surpass 30k health with proper investment. You should also use your HP Latent Tamadras Imp HP on her as they will yield a significant amount of bonus health.

Blue Sonia teams are essentially a tank team that has the highest recovery multiplier and are somewhat immortal provided you can survive each attack. This is further amplified in coop where your naturally high health is further augmented and your sky-high recovery (my team has ~18k from a single heart orb match) allows for easy stalling. If you wish to check out some of my gameplay in coop with Blue Sonia, refer to my previous post in challenge dungeons or Mythic Plus Scarlet. Viable sub options for her team include, but not limited to I&I I&I, Ryune Ryune, Blue Odin Blodin, Andromeda Bankai Andro, B/L Hermes BL Hermes, Karin Awoken Karin, Orochi Awoken Oorochi, and Mori  Mori Motanari.

Blonia teams are capable of clearing almost all the content in Puzzle and Dragons and she is starting to regain popularity as players realize her potential. Looking at Blonia as a sub, she can find a home on I&I I&I / Ryune Ryune as a massive HP stick and powerful board changer. She is less effective on other mono water teams due to no god typing or heart generation, but can still be used in a pinch.

Overall, Blue Sonia is a fantastic monster to own and I hope she continues to gain popularity as a leader. Do not sell for 50k Monster Points.

Sidenote, I am in love with her art as she combines the colour blue, dragons, and a pretty girl.

Green Sonia
Green Sonia
Dragon / Balance
Wood Row Enhanced Wood Orb Dark row
Bind Clear awakening Skill Boost Skill Boost
Skill Lock Resist Time Extend Wood Row
—-
 All Arrow Green Dark
12 turn CD
Green Sonia (Gronia) received the same buffs as her prettier and stronger cousin, Blue Sonia and has an amazing 899 weighted stats. Gronia now forms a 14.06x ATK / 6.25x RCV team for both Dragons and Balance types, which should increase her sub pool potential. Unfortunately, her options are less diverse than Blonia as she has less access to rows and fewer damage enhancement options aside from Delgado Delgado who only helps balance types (and has poor stats and awakenings) and the new Jewel Princess Cameo Cameo. Cameo is a much stronger option as she enhances 1.3x based on the number of wood and dark row enhancements. This can lead to spectacular damage and she has respectable awakenings. In addition, Gronia has a healthy access to bind clearing options as she can use Odin Green Odin and Ceres Awoken Ceres. However, many players do not lead with Green Sonia as her team building is quite frustrating unless you have multiple Perseus Bankai Perseus as he is your best access to wood row Wood Row awakenings.

Green Sonia has powerful sub potential on Sylvie Sylvie Freyja Awoken Freyja teams as her powerful and diverse awakenings combined with her amazing active can help your team achieve new levels of prowess.

Overall, Green Sonia still feels lacking as her leadership potential is marred by a shallow sub pool and does not seem very exciting for a 6-star godfest exclusive.

Gadius
Gadius
Dragon / Healer
Fire Row Bind Clear awakening Enhnaced Fire Orb
Time Extend Fire Row Bind Immune
Bind Immune Devil killer
—-
All Arrow Fire Light Dark Heart
+ 1 turn haste
10 turn CD
Gadius has been propelled back into the spotlight with the introduction of Xiang Mei Xiang Mei who is the first of the Four Gentlemen series 300k MP monsters. Xiang Mei has an incredibly restrictive sub pool as she can only use fire healers who do not remove heart orbs. As such, Gadius is an irreplaceable sub due to his powerful active and healer typing. Gadius can also make appearances on other mono fire teams including Awoken Shiva Shiva and Yamato Bankai Yamato due to his heart generating active and ability to combo well with numerous other monsters. However, Uriel Uriel has the greatest potential for active pairing as you will create a 50% board of fire and 50% enhanced heart orbs. Gadius can also be utilized as a pseudo bind clearer due to his bind immunity, bind recovery Bind Clear awakening awakening, and active that has a chance to spawn 6+ heart orbs. This is fantastic as you do not need to sacrifice an entire sub slot to a dedicated bind clearer and have access to more firepower. Furthermore, his devil killer Devil killer awakening is a powerful means to deal 3x more damage to devil type bosses.

Moving away from a sub role, Gadius will become a powerful (and fun to play) leader when his leader skill is buffed to 42.25x ATK as he can capitalize upon numerous fire rows Fire RowGranted you need to sacrifice some board space for heart orbs, but his output will be tremendous and will feel like a budget/fragile Xiang Mei with a deeper sub pool.

The main downsides to Gadius as a whole are a lack of both skill boost Skill Boost and skill bind resist Skill Lock Resist awakenings. This can cause issues with having actives ready by turn 1 or achieving 100% bind immunity. These problems become less dangerous in coop as you have a partner to help provide those awakenings, but restricts using more than one per team.

Overall, Gadius is mandatory if you plan on using Xiang Mei, but outside of that, he is more of a novelty/option for mono fire teams. His leadership potential is respectable, but not game breaking in today’s meta.

Typhon
Typhon
Dragon / Balance
TPA Bind Clear awakening Skill Boost
Time Extend Skill Lock Resist Dark row
Bind Immune Bind Immune Devil killer
—-
All Arrow Fire Water Dark Heart
+ 1 turn haste
10 turn CD
Typhon is an often forgotten 6-star godfest exclusive as he does not have a clearly defined role in today’s meta. From a leadership perspective, he is similar to Gadius as he is heart orb reliant and can scale up to 42.25x ATK. However, without a survivability component to his leader skill, he will falter in higher end content. Regardless, he can still form an competent team due to the depth of dark subs available and the synergy they bring. Fantastic subs include, but are not limited to Yomi Dragon Yomi Dragon, Pandora Awoken Pandora, Akechi Akechi, and any other orb changer that does not remove heart orbs. By stacking numerous dark rows Dark rowyou can unleash spectacular damage (just think of how hard Pandora hits at 25x). Furthermore, both your leaders are bind immune and this helps alleviate some constraints when team building.

Moving away from a leadership role, you would think Typhon could be a stellar sub as his active is essentially like Haku Haku with heart orbs (which is great) and has a healthy mixture of awakenings including the valuable recover bind Bind Clear awakeningUnfortunately, Typhon has the bizarre Dragon and Balance typing which excludes him from the top tier dark teams such as Pandora Awoken Pandora, Lucifer Awoken Archdemon Lucifer, and Yomi Dragon Yomi Dragon. This leaves him for Awoken Yomi Awoken Yomi and Anubis Awoken Anubis who are both strong, but have issues with consistency. However, with the eventual release of Awoken Persephone Awoken Persephone, Typhon may gain more usage as he is a favourable board change for her dark / water requirements. Finally, some argue that with the release of Xin Hua Xin Hua, Typhon’s balance typing comes into play, but her team is even more outrageous than Xiang Mei Xiang Mei and will probably see few players running her.

It is disappointing that 6-star godfest exclusive has limited uses as a sub simply because his typing is wrong and prevents Typhon from being used on the various top tier teams. Hopefully he will either gain a third typing or a new powerful dark leader will emerge. You can still use him as a leader as his scaling multiplier allows for easier activation. But for the most part, just be patient and admire his sculpted abs.

Happy Puzzling!

Egyptian 1 Pantheon Analysis

Please refer to the Master List for directory to the other pantheons and their analysis.

Take a look at my Popular Leaders and their Full Sub List post for inspiration on team building ideas. If contemplating on purchasing a MP Dragon, please check out my Monster Point Dragon Purchasing Check-list Guide.

Keep in mind all of the following monsters qualify for Skill Inheritance so do not be too hasty in selling dupes.


The Egyptian 1 pantheon features a diverse array of powerful monsters who both excel in leadership and new found sub potential with the advent of more challenging dungeons. Many make stellar leaders for a beginning player as they will teach you how to combo and manage your colours/orbs efficiently and transition into powerhouses with their awoken forms. Overall, a strong pantheon to roll for.

Egyptian 1

jjjjjjjjMonsterjjjjjjjjj  Notes
 Horus
Horus
Devil / God
Enhnaced Fire Orb Enhnaced Fire Orb Skill Boost
Skill Lock Resist Skill Boost Time Extend
Skill Lock Resist TPA
—-
Fire Arrow  Enhnaced Fire Orb + extend time to move orbs by 2 seconds
4 turn CD
Horus is a flaming hot chicken who is jokingly referred to as KFC or other poultry puns. Jokes aside, Horus is an underrated leader who is capable of forming a 45.56x ATK / 2.25x RCV rainbow team. What makes Horus unique is the ability control his damage and recovery through active usage. Most rainbow teams do not have a built in RCV multiplier and is one of the main reasons they falter in higher tier content.

Perhaps the reason why Horus is not as popular in today’s meta is due to the fact that 45.46x ATK on a rainbow team is not very game breaking (thanks Ra Dragon Ra Dragon) as you are unable to stack rows and may have limited access to TPA subs. In addition, Horus’s active skill is rather lacklustre and will mostly be used to trigger the additional damage component from your leader skill. On the bright side, Horus has double skill bind resist Skill Lock Resist awakenings and will alleviate team building constraints when trying to achieve 100% immunity.

Horus is seldom seen as a sub due to a underwhelming active as there are stronger damage enhancement options available.

Overall, Horus is still a powerful leader and is capable of clearing high end content with the right investment, player skill, and luck. He is also a fantastic leader for those who are just starting out as you will be forced to improve your comboing and orb matching skills.

Isis
Isis
Devil / God
blue + orb blue + orb Bind Immune
Bind Immune Time Extend Skill Lock Resist
Water Row Skill Boost
—-
Reduce damage by 15%, 2 turn bind clear
3 turn CD
Isis is one of the most sought after cards in Puzzle and Dragons due to her incredible utility, active, skill inheritance potential, colour coverage, and beauty. It is sometimes challenging to find a sub who can cover both water and wood while being useful (others that come to mind are Sun Quan Sun Quan and Orochi Awoken Oorochi). However, neither of those offer the same degree of defensive utility as Isis along with a quick charging active. With an active that takes only 3 turns to recharge, Isis makes an amazing base monster for inheriting a skill. This way you can have the colour coverage and option of bind clearing along with an inherited active for only an additional 3 turns of cooldown.

Isis is naturally at home on mono water teams as she offers some offensive capabilities, but perhaps her most popular use is on Ra Dragon Ra Dragon (or other rainbow) teams. If you have a Dark Kali Dark Kali, your team is essentially bind immune as you your colour activation requirements will always be met. Furthermore, you can clear binds from other subs with Isis’s active.

Sub potential aside, Isis makes a wonderful leader for new accounts as she will help teach you the basics of comboing along with colour management.

Overall, Isis is one of the strongest and most versatile monsters available and is worth pursuing and investing in.

Bastet
Bastet
Devil / Balance
Poison resist Time Extend Poison resist
Skill Lock Resist Skill Boost Time Extend
TPA Enhanced Wood Orb
—-
Mass attack for 3 turns + 2s to move orbs
5 turn CD
Best Cat, I mean Bastet, is still a powerful lead despite what various JP tier lists report. She has not become weak, only that newer and flashier cards have been released (thinking of the next round of 300k MP cards). Granted 36x ATK may seem lacklustre, but you have to remember that wood has some fantastic sub options for a mono colour TPA TPA teams. Outstanding subs include, but not limited to Vishnu Vishnu (sometimes x2), Meimei MeiMei, Sylvie Sylvie, Kaede Kaede, Liu Bei Liu Bei, and Verdandi Verd. With ample access to wood orb generation and enhanced skyfalls, you can unleash incredible burst damage that is capable of sweeping most high level content. Furthermore, you are able to control your damage through combos made, electing to match TPA, and active usage as a component of your leader skill is tied to using skills.

The main downsides of using Bastet are no HP or RCV multiplier, a weak active, a reliance on using actives to trigger her full multipliers (think skill delays or locked actives), and a higher skill cap to use. However, with the introduction of skill inheritance, you will be able to inherit a powerful and useful active onto your two leaders.

Overall, Best Cat is a wonderful leader who will have players saying mee-wow at your burst damage and cuteness potential.

Ra
Ra
Devil / God
Bind Immune Bind Immune Skill Lock Resist
Blind Resist Time Extend Skill Boost
Skill Boost +light orb
—-
77,777 true damage to all enemies + 3s to move orbs
7 turn CD
Ra Ra Ra Ra Ra, Ra Ra Ra Ra. Something something P-p-poker face. Bad singing aside, Awoken Ra is still a powerhouse leader who offers 100x damage for only matching fire, water, wood, light, dark, and using an active skill. This is quite a low skill cap for 100x damage and upon his release, completely shattered the meta as he simply overpowered all the content put before him. However, with the advent of 300k MP cards and more ridiculous dungeon mechanics, Awoken Ra has lost his godly status, but is still capable of clearing end game content.

As a leader, Ra is bind immune and has the ability to control his damage through active skill usage. You can deal 4x, 25x, or 100x damage and this can be useful when you need to control your output. The main factors that are hindering his supremacy is a lacklustre active, vulnerability to skill delays (as you cannot trigger 100x damage), reliance on repeated active usage to sweep floors, and not being a pretty girl.

With the advent of push button farming and bosses with high defence and low HP, Ra’s active has found some more uses as it can be used to sweep these floors. On a push button team, he can be used for clearing the smaller floors and his two skill boosts Skill Boost will come in handy. When dealing with floors such as 10 million defence PreDRAs Fire PreDRA, the true damage nuke becomes invaluable and may be used for skill inheritance.

Overall, Ra is still a great monster and should not be discredited because newer and flashing cards have been released. You also want to keep dupes for skill inheritance or push button farming.

Anubis
Awoken Anubis
Devil / God
Bind Immune Bind Immune Time Extend
Auto heal Time Extend Skill Lock Resist
Skill Boost Auto heal
—-
Green Jammer Poison
Arrow Dark
+
4 turn counterattack
8 turn CD
The one true Doge has been heralded as the king of damage output (discrediting the even more unreliable Fenrir Fenrir) at the risk of an incredibly high skill/luck cap. Awoken Anubis can achieve 400x ATK at 12 combos and only begins to generate a multiplier at 9 combos. The average board may not even allow you to create 9 combos due to uneven orb distribution and causes you to rely on skyfalls for damage as the maximum matches you can generate from a regular board is 10 combos. Furthermore, there are very few players who can consistently hit 8+ combos and even those still need to pray to RNG-esus for additional skyfalls. Building upon the reliance of skyfalls for triggering damage, you have almost no reliable way to control your damage outside of using an active and matching under 9 combos for 4x damage. However, if you are able to maximize the board on a consistent basis, you will be greatly rewarded.

Looking at Anubis as a sub, he can find a home on numerous mono dark teams and his active can be quite powerful as a pseudo board refresh substitute. You generally use full board changers to remove excessive jammer or poison orbs and with his revamped active, Anubis can fulfil that role. His main drawback as a sub is an underwhelming active if you are not removing jammer or poison orbs. This is because an 8-turn cooldown for a single orb change is poor value when you could use something like Grisar Grisar who is 7 turns with haste. Furthermore, Anubis lacks any offensive awakenings and this will bring down your overall damage.

Overall, Anubis is an okay card to own as his leadership potential is marred by luck/inconsistency while his sub usage is most limited to a budget jammer/poison orb removal.

Happy Puzzling!

Dark & Light Kali, Eschamali, Scheat, and Australis Analysis

Please refer to the Master List for directory to the other pantheons and their analysis.

Take a look at my Popular Leaders and their Full Sub List post for inspiration on team building ideas. If contemplating on purchasing a MP Dragon, please check out my Monster Point Dragon Purchasing Check-list Guide.

Keep in mind all of the following monsters qualify for Skill Inheritance so do not be too hasty in selling dupes.


The Kalis and Mechanical GFE are some of the most powerful and desired monsters in Puzzle and Dragons. All five posses amazing actives and unique sets of awakenings. They are some of the best cards for their respective roles and all are worthy of the Godfest Exclusive title.

Kalis & Mechanical GFE

jjjjjjjjMonsterjjjjjjjjj  Notes
 Light Kali
Kali
God / Healer
TPA Skill Boost Time Extend
TPA Skill Lock Resist Skill Boost
—-
All  Arrow Fire Water Green Light Dark
7 turn CD
Light Kali is one of the prettiest and most desired monsters in Puzzle and Dragons. She combines style and grace along with powerful awakenings and one of the strongest actives in the game. Her leadership potential is modest and will be augmented to 56.25x with a future buff in the near future at 6 combos and fire, water, light, and dark matches. What sets her apart from other rainbow leads is her ability to create an ideal board with her active and gives you the opportunity to utilize other subs to counter the various dungeon mechanics. Light Kali’s main downside as a lead is her vulnerability to binds and even with 56.26x ATK, her damage is not that spectacular in today’s meta (but much more consistent than Awoken Sakuya Sakuya if unable to achieve 8+ combos every turn). For a more detailed discussion, please read my Light Kali Team Building Guide.

Leadership potential aside, Light Kali is one of the most coveted subs due to her invaluable board change. Being able to change the board every 7 turns is amazing for rainbow teams and is the safest way to prevent orb troll and premature death. Light Kali can be found on both Awoken Ra Ra, Sakuya Sakuya, and DQXQ Awoken DQXQ teams for both the board refresh and fire coverage. In fact, many players will run 2 Light Kalis due to her synergistic awakenings and light as her primary attribute.

Kali’s main diminishing factor is a lack of bind immunity and inability to spawn heart orbs. This prevents her from being used on Ra Dragon Ra Dragon teams. Furthermore, there will be situations where you need to refresh the board, heal, and deal lethal damage and this cannot be done via Light Kali’s active.

Overall an amazing card to own and do not sell away any dupes as she is fantastic for Skill Inheritance.

Dark Kali
Dark Kali
God / Dragon
Skill Boost Bind Immune Time Extend
Bind Immune Skill Boost Time Extend
TPA Skill Lock Resist Bind Clear awakening
—-
All  Arrow Fire Water Green Light Dark Heart
7 turn CD
Blazing Goddess of Power, Kali is one of the most coveted monsters in the game and shines brightest on rainbow teams. Her ability create at least 3 of each element and heart orbs allows for a guaranteed activation on all rainbow teams. There will be times where you need to refresh the board, heal, and deal lethal damage on the same turn, and Dark Kali allows you to do this. Furthermore, you can use her active in conjunction with another orb changer to create a more favourable board for certain rainbow teams who do not requires all 6 elements.

Dark Kali has become somewhat a staple sub on Ra Dragon Ra Dragon teams and many players run two. She provides both dark and fire coverage while providing bind immunity, skill bind resist Skill Lock Resistand recover bind Bind Clear awakening awakening. Through the recover bind awakening, Dark Kali can act as a pseudo bind clearer and her active may generate 6 heart orbs. Other teams she can make an appearance are Awoken Ra Ra, Sakuya Sakuya, Sephiroth Sephiroth (even without ideal typing), Light Kali Kali, and essentially any other rainbow team.

The main drawbacks of Dark Kali is that she is one of the rarest monsters in PAD as she is a 6-star GFE. This can prove challenging for most players to acquire one, let alone two for your favourite rainbow team. Your best bet is to wait for a 4x GFE event and pray you get lucky.

Eschamali
Eschamali
Machine / God
Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance
Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance
Dark Orb Enhance Skill Lock Resist Skill Boost
—-
Green Jammer Poison
Heart Arrow Dark
+
4 turn skyfall
10 turn CD
GH Employee: How many Dark Orb Enhance should we give Eschamali ?
GH Boss: Yes
jjj
No, the 7 dark orb enhance Dark Orb Enhance awakenings are not a typo and those make Eschamali one of the best dark monsters in the game. She can single handedly ensure every dark orb that appears is already enhanced and her active pushes the envelope of power creep as she combines both a double orb changer, poison/jammer removal, and enhanced skyfall on only a 10 turn cooldown. Furthermore, the enhanced skyfalls synergize perfectly with her dark orb awakenings to ensure massive additional damage. Eschamali can act as a pseudo board refresh when faced with numerous poison and jammer orbs as she will convert all of them into dark and arguably replaces Haku Haku on mono dark teams.Due to her power and utility, Eschamali can be found on every mono dark including, but not limited to Awoken Lucifer Awoken Archdemon Lucifer, Yomi Dragon Yomi Dragon, Dark Metatron dtron, Awoken Haku Haku, and Awoken Yomi Awoken Yomi. The only mainstream team she is not used on is Awoken Pandora Awoken Pandora due to no devil typing. Even without any row enhance Dark row awakenings, Eschamli can still be used on row based teams due to diminishing returns when having 10+ row awakenings. At that point, you begin to prioritize orb enhance. Overall an incredible monster to own and will be popular for years to come. The only real fault you can find in Eschamali is that she is a new 6-star godfest exclusive and thus very rare and hard to obtain. However, if you are lucky enough to pull her, your dark box potential will sky-rocket immensely. I want need her….GH please.
Scheat
Scheat
Machine / God
TPA TPA TPA
TPA TPA Skill Boost
—-
Light Jammer Poison
Heart Arrow Water
+
4 turn skyfall
10 turn CD
Holy Scheat, 5 two prong attack TPA awakenings! Scheat is another 6-star Godfest Exlusive and offers very high base stats, incredibly powerful active, combined with insane burst potential through two prong attacks. Her active converts light, hearts, jammer, and poison orbs to water orbs as well as increasing the skyfall chance of water orbs by 15% for 4 turns on a 10 turn cooldown. She essentially combines the actives of several monsters into one and greatly eases team building strain in terms of active management. By removing jammer and poison orbs, you can save a full board active and the enhnaced skyfall mechanic can overwrite other skyfall abilities created by certain bosses. Scheat‘s base stats are powerful when matching two prong attacks, but her 653 attack falls flat when matching rows. However, she is still a great candidate for the attack latent Imp ATK Tamadras as a means to further augment her TPA potential.

Water two prong attack teams are still not as popular as their row based cousin, and perhaps the best team fit for Scheat is Rukia Rukai Kuchiki.  As a side note, a lack of skill bind resist Skill Lock Resist can impose restrictions in team building if you wish to achieve 100% immunity.

Overall, Scheat is a fun card to own, but may remain a sleeping powerhouse due to a lack of viable teams she can sub on.

Australis
Australis
Machine / God
Wood Row Wood Row Wood Row
Wood Row Wood Row
—-
Light Jammer Poison
Heart Arrow Green
+
4 turn skyfall
10 turn CD
Upon first inspection, I thought Australis was a girl. Maybe it was those thighs, but regardless, Australis is pushing the idea that wood row based teams are viable by bringing a walloping 5 Wood Row and no other awakenings.  Australis can function on is a Sylvie Sylvie / Freyja Awoken Freyja as Awoken Astaroth Astaroth cannot use machine or god types. Row based teams benefit heavily from large scale orb changers as you want to make at least 2 rows when trying to burst a boss down and Australis will almost guarantee 2 unique rows worth of wood orbs. Building upon that, you can also use him on Bankai Perseus Bankai Perseus teams as his double skill bind resist and diverse awakenings help make up for Australis.

Stat distribution wise, he is quite evenly spread and has 780 weighted when max level. Unfortunately, you need to be careful using him as a sub because she offers no SBR Skill Lock Resist, skill boosts Skill Boost , or time extend Time Extend awakenings. This forces you to bring subs who provide these awakenings as you do not wish to become skill locked nor have to stall for too long for actives.

Overall, Australis is a valuable sub for wood row teams, but will require planning to safely accommodate on teams due to a lack of diverse awakenings.

Happy Puzzling!

Japanese 1 Pantheon Analysis

Please refer to the Master List for directory to the other pantheons and their analysis.

Take a look at my Popular Leaders and their Full Sub List post for inspiration on team building ideas. If contemplating on purchasing a MP Dragon, please check out my Monster Point Dragon Purchasing Check-list Guide.

Keep in mind all of the following monsters qualify for Skill Inheritance so do not be too hasty in selling dupes.


The Japanese 1 pantheon has some of the strongest awoken evolutions in the game. They provide valuable utility for various teams and several are great candidates for contributing their active for skill inheritance. The main drawback is a lack of usability prior to being awoken and will be neglected until acquiring the evolution materials.

Japanese 1

jjjjjjjjMonsterjjjjjjjjj  Notes
 Hinokagutsuchi
Awoken Hino
Dragon / Physical
TPA TPA Fire Row
Skill Boost Dark Orb Enhance Auto heal
TPA Enhnaced Fire Orb Skill Lock Resist
—-
Water Arrow Fire
Heart Arrow Dark
Reduce enemy defence 75%
7 turn CD
Hinokagutsuchi is a nightmare to spell and is often shortened to Hino and was one of the first monsters to receive an Awoken Evolution. Upon release, Hino was a fiery success as he hits incredibly hard with 3 two prong attack TPA awakenings. This has incredible synergy with Awoken Shiva Shiva who is one of the most popular TPA oriented leaders. Hino will also be receiving a skill bind resist awakening Skill Lock Resist in the near future and this will resolve his largest pitfall. Furthermore, Hino’s active creates a favourable 4 colour board along with the situationally helpful 75% defence break. Overall a fantastic fire TPA sub to own and is worth investing both pluses and attack latent Imp ATK tamadras.

As a leader, Hino has the ability to deal ~30k damage to all enemies with any orb match. This is great for helping a low level alt account or sweeping Thursday dungeon very quickly.

 Viper Orochi
Awoken Oorochi
Physical / Dragon
TPA TPA Water Row
Skill Boost TPA Skill Boost
Time Extend TPA
—-
Delay all enemies for 4 turns
15 turn CD
Viper Orochi has gone from zero to hero with various ups and downs along the way. Presently, Orochi is one of the most desired monsters in Puzzle and Dragons because of his 4 turn delay. Until recently, delays were beginning to go out of style; however, with the advent of stronger bosses with either resolve or damage absorption shields, players are become more reliant on the extra turns gained from his active. In addition, Orochi covers the awkward water and wood attribute on rainbow teams and is only outclassed by Awoken Isis Isis in that regard. The 4 two prong attack TPA awakenings allow for spectacular burst damage, but his naturally low base attack means he requires plus egg investment to truly shine. Orochi can also be used on every mono water team if you require a delay.

With the introduction of Skill Inheritance, duplicate Orochis are quite desired and I strongly encourage you to not sell them for 5,000 Monster Points. Lastly, Orochi does have some leadership potential when paired with Ra Dragon Ra Dragon as a means to control your damage along with surviving giant single attack preemptives.

Finally, if you are considering using Orochi or Sun Quan Sun Quan as your delay slot, keep the following things in mind: Sun Quan offers only 2 turns of delay, but 2 turns of healer enhancement while Orochi grants 4 turns of delay. Unless you are running a heavy healer team, the 2x damage goes to waste and unless your team has severe recovery issues, Orochi will be the superior choice.

 Susano
Susano
Physical / Dragon
Enhanced Wood Orb TPA Bind Immune
Bind Immune Skill Boost Skill Boost
TPA Time Extend
—-
Reduce damage by 50% for 3 turns. 1 turn haste
11 turn CD
I wish my abs were as chiselled and sculpted as Awoken Susano because that would most certainly boost my husbano potential. Regardless, Susano is the definition of a dream boat in both looks and sub potential. He is a favoured sub on both rainbow and mono wood teams due to his wood and fire coverage. His bind immunity is crucial for both having access to a shield at all times along with being able to contribute his colours for rainbow team activation. Susano is perhaps most at home on Awoken Sakuya Sakuya teams due to full colour coverage and the ability to trigger her leader skill if the entire team is bound. On mono wood teams, Susano provides a valuable shielding component and haste while providing 2 two prong TPA awakenings.

The shielding component has become invaluable with stronger preemptive strikes or the need to stall on dangerous bosses and the 50% damage reduction allows you to survive most attacks. The haste has situationally useful uses when skill delay attacks are involved. Due to his unbindability, Susano is a great candidate for full rainbow latent resists (1% of each colour) as a means to survive 100% gravity attacks. His active is also a viable choice for skill inheritance.

Susano’s main weakness is a lack of Skill Bind Resist Skill Lock Resist and this could place constraints on team building in order to achieve 100% immunity.

Amaterasu
Amate
Healer / Physical
Bind Clear awakening Bind Immune Bind Immune
Skill Boost Skill Boost TPA
Skill Lock Resist Skill Lock Resist
—-
Recover 40% max HP, 4 turns bind clear, 1 turn haste
8 turn CD
Amaterasu has been transformed into a fantastic bind clearing sub and powerful leader. She is both bind immune will possessing the bind recover Bind Clear awakening awakening (albeit no heart generating active) giving you flexibility in how you deal with binds. Furthermore, the double Skill Bind Resist Skill Lock Resist is quite unique and allows for more flexibility in team building. In terms of other high end bind clearers, Amaterasu competes with Awoken Sakuya Sakuya and both are great options.

Amaterasu’s active has 3 components and only an 8-turn cooldown. The 40% of max HP heal is quite powerful and only increases in value as your HP rises. It has an exceptional value on Saria Saria / Thor Thor teams who have an augmented health pool (a 40k HP team would receive 16k of healing). The haste is a nice addition as you can use it to recharge your other skills if the binding stage has been passed.

As a leader, Amaterasu forms a powerful 16x ATK team when your HP is full (scales down to 9x when damaged). However, you also heal 10x of your base RCV with every orb match. This essentially is a full heal every turn with dual Amaterasu leads. This is fantastic as you do not have to worry about healing and can survive any dungeon provided you do not get one shotted. This also makes her great for 5×4 latent resist farming (other viable leads can be found in my previous post) as you cannot die to the invading Tamadra.

Overall a great card to own for both sub and leadership roles.

Tsukuyomi
Awoken Yomi
Physical / Devil
Dark Orb Enhance Time Extend Time Extend
Skill Lock Resist Dark Orb Enhance Skill Boost
Time Extend Dark Orb Enhance
—-
Enhance all orbs. +5 seconds to move orbs
8 turn CD
Man, woman, or avenging cyborg? Tsukuyomi, or Yomi, can be anything you want them to be and is an incredibly powerful leader with a 56.25x ATK multiplier. They utilize the match 5 connected orbs, 1 enhanced orb (5o1e) leader playstyle and requires 7+ combos to achieve their full multiplier. This makes them very challenging and skill intensive to use as you have to essentially maximize the board every time you wish to deal damage. However, if you are able to do this successfully, your damage output will be amazing and most likely sweep every floor. So why are they not a more popular leader? The simple answer is a lack of any survivability multiplier (HP or RCV), high skill cap/thinking required, and naturally low recovery that makes stalling difficult.

Awakenings wise, Yomi provides 1.5 seconds of additional time to move orbs (3 seconds if dual leaders) and 3 dark orb enhance Dark Orb Enhance awakenings. Together, these allow for a luxurious amount of time for comboing as well as significant damage for every dark orb match and skyfall.

As a sub, Yomi is seldom seen due to their active being somewhat underwhelming and the enhanced orbs having less synergy with row or TPA based teams. However, you can use their active to override time debuffs (think Dark Izanami’s -2s) which can be situationally useful. The three time extend awakenings are nice, but should not be the sole reason you use them as a sub.

Happy Puzzling!