Category Archives: Ranking Dungeons

Hera-Is Ranking Tournament Strategies and Planning

Introduction

Ranking Tournaments are finally returning to North America and gives players an opportunity to complete their various quests along with earning the highly coveted crowns. This time around, Hera-Is will come with a no Inherits restrictions which will force players to choose very specific subs and can compromise some team building strategies.

The goal of these tournaments is to “test” our skill by imposing a scoring system to determine your percentile ranking.

In these ranking dungeons, we are scored based on 3 criteria:

  1. Average combos made: 5,000 points per combo
  2. Time Remaining: 500 points per second remaining
  3. Maximum damage: up to 10,000 points if you hit 40 million.

However, due to the fact that there has been an exceptionally long content gap between this dungeon’s JP release and NA debut, brand new strategies and compositions will need to be used. I guess you can view a long content gap as a brand new dungeon as tactics of old have become less meta.

Video Commentary

–video coming soon—

My own clears will be published once the event goes live

Dungeon overview

 Floor  Monster HP Comments
 1
Dragon Killer Balance killer
173,700
342,756
1,340,228
Darken 3 random orbs for 5 turns
Lock all fire orbs
 2
God Killer 37
1,391,806 -99% preemptive gravity
 3
Balance killer
1,877,083 -1s orb movement for 3 turns
 4
Dragon Killer Healer Killer
3,027,031 Absorbs 5 or less combos
50% reduction vs Light
 5
God Killer Balance killer
1,739,028 +10% Jammer skyfall
 6
God Killer Devil killer
3,798,827 Preemptive skill bind

The dungeon is quite straight forward and outside of the first floor, no real mechanics to deal with.

Dungeon summary

  • All floors have a significant amount of health (cannot button)
  • God God Killer Killer has significant value
  • Light and Dark are disadvantaged for hitting damage cap
  • No Predras Fire PreDRA
  • 5 turn actives can be used more than once
  • First floor will spawn 3 fire orbs and lock them which can ruin various board changers
  • 3 orbs are darkened at random (can still be matched away)

Continue reading Hera-Is Ranking Tournament Strategies and Planning

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Sphinx Tournament Strategy and Guide

Introduction

The Sphinx Ranking Tournament uses the loved/dreaded preset teams. With a preset team, it helps even the playing field as no one can gain an advantage via specific cards or combos. However, it does dramatically cut down on creativity and also results in more “luck” when trying to min-max your score as skyfalls/bad boards will play a massive role in determining how well you place. With this post, I will try my best to help give my readers a slight competitive edge based on my own experience running the dungeon.

In these ranking dungeons, we are scored based on 3 criteria:

  1. Average combos made: 5,000 points per combo
  2. Time Remaining: 500 points per second remaining
  3. Maximum damage: up to 10,000 points if you hit 40 million.

Sample Clear

138,000 score

I improved my score off stream to 0.2% as it is actually a lot easier to simply tunnel and not narrate.

Mantastic commentary

—talking about the dungeon itself—-

Your team

Everyone will be using the same team (max skill, max awoken, and +297) and it is important to understand how your leader skill functions along with any combo synergy you may have.

Kaede at a glance

Kaede
Ult Kaede

Dragon / Attacker
Skill Lock Resist Time Extend Skill Boost Time Extend TPA TPA TPA Enhanced Wood Orb Enhanced Wood Orb
6 star base
—-
Question Orb Arrow Green
Question Orb Arrow Heart
1 turn haste
7 turn CD
—-
3.5x ATK for 2 wood combos. 4x ATK for 3 wood combos. 2x ATK & 50% damage reduction for a heart cross
64x ATK / 75% damage reduction

Kaede’s Scaling Leader Skill
# wood combos 1 2 3
Multiplier No 12.25x 16x
With Heart Cross No 49x 64x

As you can see, there is a modest multiplier when you do not make a heart cross, but in order to deal lethal damage, you must be able to fully maximize the board in terms of the number of combos made as well as squeezing in as many TPA TPA as possible.

Cards and relevant damage awakenings

Continue reading Sphinx Tournament Strategy and Guide

Yamatsumi Tournament Guide and Strategies

Introduction

The Yamatsumi Tournament comes to North America 8-9 months after Japan and has the all attributes restriction. All attributes forces to bring at least one (sub)element of fire, water, wood, light, and dark. This could cause you to use less than ideal teams as you may be required to bring subs that are simply there for colour coverage. Thus, you may have to heavily rely on Skill Inheritance for success.

The 8-9 months of delay will most likely result in different teams being used as JP players did not have access to the same cards as we do.

In these ranking dungeons, we are scored based on 3 criteria:

  1. Average combos made: 5,000 points per combo
  2. Time Remaining: 500 points per second remaining
  3. Maximum damage: up to 10,000 points if you hit 40 million.

Be aware that you will incur -5,000 for using an active to kill a floor without matching combos.

Clear videos

131,550 score

Mantastic commentary

—talking about the dungeon itself—-

JP top 10

The JP top 10 all consisted of that style of Anubis teams that brought Lucifer for true damage along with 5 Sonia inherits to produce bi-colour boards. Unfortunately, most players do not possess 5 Sonias to inherit or the skill to match at that level. In addition, North America has access to significantly more cards than JP did so the teams we use to may greatly differ.

Dungeon Overview

The goal of any ranking tournament is to clear the dungeon as fast as possible and only take one turn on every single floor. Thus, speed is crucial to your success and the less actives you use, the better your score will be as they add additional time to the end result. However, you should always use an active if it can save you from wasting a turn. Continue reading Yamatsumi Tournament Guide and Strategies

Final Fantasy Tournament Strategy and Guide

Introduction

The Final Fantasy Tournament uses the loved/dreaded preset teams. With a preset team, it helps even the playing field as no one can gain an advantage via specific cards or combos. However, it does dramatically cut down on creativity and also results in more “luck” when trying to min-max your score as skyfalls/bad boards will play a massive role in determining how well you place. With this post, I will try my best to help give my readers a slight competitive edge based on my own experience running the dungeon.

In these ranking dungeons, we are scored based on 3 criteria:

  1. Average combos made: 5,000 points per combo
  2. Time Remaining: 500 points per second remaining
  3. Maximum damage: up to 10,000 points if you hit 40 million.

Clear videos

115,708 score

Mantastic commentary

—talking about the dungeon itself—-

Your team

Everyone will be using the same team (max skill and max awoken) and it is important to understand how your leader skill functions along with any combo synergy you may have.

Noctis at a glance

This is based off the current form and does not take into consideration the future Yama P buff.

Noctis
3305
Physical / Attacker
TPA TPA Skill Lock Resist
Time Extend Time Extend Time Extend
Skill Boost Skill Boost Devil killer
6 star base
—-
4 Question Orb Arrow Dark
+1 combo for 1 turn
7 turn CD
—-
1.5x HP/ATK/RCV but cannot erase 3 connected orbs. 3x ATK with 3 combos. 6x with 6+ combos
2.25x HP / 81x ATK / 2.25x RCV

Noctis’s Scaling Leader Skill
# combos 3 4 5 6
Multiplier 20.25x 36x 56.25x 81x

This may seem like an amazing leader skill, but you  have to remember you cannot match 3 connected orbs. Thus, every match must be at least 4 and it is wise to match primary colours in a TPA fashion (4 connected) and dead orbs in any number you can.

Based on the floor you encounter, you can make fewer combos in order to save time. Remember, you can always use Noctic’s active skill to increase you combo count by 1.

Cards and relevant damage awakenings

Continue reading Final Fantasy Tournament Strategy and Guide

Elemental Brawl Tournament Strategy

Introduction

The Elemental Brawl Tournament brings back the loved/dreaded preset teams. With a preset team, if helps even the playing field as no one can gain an advantage via specific cards or combos. However, it does dramatically cut down on creativity and also results in more “luck” when trying to min-max your score as skyfalls/bad boards will play a massive role in determining how well you place. With this post, I will try my best to help give my readers a slight competitive edge based on my own experience running the dungeon.

In these ranking dungeons, we are scored based on 3 criteria:

  1. Average combos made: 5,000 points per combo
  2. Time Remaining: 500 points per second remaining
  3. Maximum damage: up to 10,000 points if you hit 40 million.

JP Clears

Clears from JP from players that truly Myraculous

—second video may go here—-

Mantastic commentary

Your team

Everyone will be using the same team (max skill and max awoken) and it is important to understand how your leader skill functions along with any combo synergy you may have.

Leader skill

Shining Sea Diety Isis
997

3x ATK when matching and 3 elements. 0.5x for each additionmal orb type. Max 4.5x ATK for all 6

Isis’s Scaling Leader Skill
# elements 3 4 5 6
Multiplier  9x 12.25x 16x 20.25x

This is quite a forgiving leader skill as it will allow you to always activate to some degree and depending on the floor spawn, you can time spent provided you can still sweep the floor

Cards and relevant damage awakenings

Continue reading Elemental Brawl Tournament Strategy

[Video] Wadatsumi Top 2% Score

Introduction

I managed to record my top 2% ranking score by using Sumire Ult Sumire paired with You Yu You Yu. I am not sure if I will be able to achieve a top 1% score this time, but this was one of my first few attempts and do have room for improvement.

Video

I could min-max better, but this is still a solid performance:

Mantastic Wada

Points to improve upon

When using You Yu as either your friend or your own leader, you need to keep in mind his Balance Killer Balance killer awakening and how he will deal 3x damage to the final boss. Furthermore, you are forced to combo on Wadatsumi any way. Thus, you should be trying to hit the damage cap there instead of on floors with the fire bosses. As such, you can then sweep the easier floors with fewer combos/actives and improve your speed. I decided to swap out my plus-less Skuld for my +297 I&I I&I to provide 2x damage and assist in hitting the 40 million required.

Fantastic Score

I decided to use Yomi Dragon Yomi Dragon for Fantastic due to a less ideal Sumire / You Yu pairing. Furthermore, Fantastic has an Eschamali Eschamali and Goetia Goetia for the numerous dark orb enhances. 36x ATK is still respectable, but it requires more effort to hit the damage cap and I brought Oku Oku to ensure I could hit 40 million on the second floor as I lack a Haku Haku / Akechi Akechi combo.

Fantastic Wada

That was perhaps a bit too much damage and it did cost me additional time.

Conclusion

5 orb, 1 enhance reigns supreme in this ranking tournament due to the removal of Shiva Dragon Shiva D and the fire absorption. I am uncertain if I could achieve another crown this time around as the lack of consistency for both teams hinders my performance. Sometimes I wish I had bought You Yu just for easy ranking crowns.

Let me know what you are using and how well you are scoring.

Happy Puzzling!

Wadatsumi Ranking Tournament Strategies and Planning

Introduction

Wadatsumi Tournament is the next installment in the ranking dungeon series and offers players a chance to acquire 10,000 Monster Points and various coloured Py. The goal of these tournaments is to “test” our skill by imposing a scoring system to determine your percentile ranking. We may not be chasing gold medals and the podium in Rio, but we are still champions and some of us will even walk away with a shiny new hat.

In these ranking dungeons, we are scored based on 3 criteria:

  1. Average combos made: 5,000 points per combo
  2. Time Remaining: 500 points per second remaining
  3. Maximum damage: up to 10,000 points if you hit 40 million.

Sidenote, I have the best Photoshop skills.

Dungeon overview

 Floor  Monster HP Comments
 1 828
830
335,558

558,892
2,319 preemptive

All orbs go dark preemptive
 2 1103 522,847 -1 second to move orbs for 5 turns
 3 897 647,400
 4 1090 2,570,174 **10 turn Fire absorb!**
 5 890 1,495,573 3,536 preemptive
Question Orb Arrow Jammer
 6 975 1,715,047 9,086 preemptive
Question Orb Arrow Heart
 7 1961 2,867,566 6,516  preemptive
8 1307 2,349,173 Must make 5 or more combos

Total preemptive damage: 21,457
Do not use a fire team

Dungeon summary

  • 8 floors favours speed over combos
  • All floors have a significant amount of health (cannot button) but can 1 combo kill with certain teams
  • No floor has over 3 million HP
  • Fire absorb means no fire teams.
  • Water teams have no typing disadvantage
  • No Predras Fire PreDRA
  • 5 turn actives can be used more than once
  • Total preemptive damage: 21,457. Please make sure you heal enough

Continue reading Wadatsumi Ranking Tournament Strategies and Planning