Archdemon F

Archdemon 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 Archdemons can be a frustrating pantheon to roll for new players due to them having little use prior to being max skilled/awoken. In addition, only Astaroth Astaroth and Lucifer Awoken Archdemon Lucifer received Awoken Evolutions and the other 3 must be heavily invested in to max skill. Their actives are relatively low value for their respective cooldowns unless you are able to combo them with another board changer. However, once fully developed, some become incredible subs/leaders for their respective teams.

Archdemon

jjjjjjjjMonsterjjjjjjjjj  Notes
Belial
Belial
Devil / Physical / Attacker
Skill Boost Fire Row Skill Boost
Fire Row Fire Row Bind Immune
Bind Immune Skill Lock Resist Time Extend
—-
Green Arrow Fire  + fire counterattack for 4 turns
7 turn CD
Belial received an evolution of an awoken evolution (sometimes referred to as Bankai) that granted him three types along with large weighted stats. Unfortunately, Bankai evolutions do not create a new active skill like Awoken forms and he is still stuck with his underwhelming active. This is a shame because Belial is fantastic in every other aspect, but requires a huge investment to max skill and even when max skilled, is mediocre. The counter-attack mechanic is useful in very niche situations (such as killing a boss with resolve provided you can survive their 1% attack). If you ignore that feature, a single orb changer on a 7 turn cooldown is not good value. Although it is worth noting that Belial’s active can be used in conjunction with Leilan Awoken Leilan‘s full board changer to form a 2/3 fire board.

Belial needs an active overhaul to become more widely used as a fire row Fire Row sub. Perhaps he will receive an awoken evolution to address this issue.

 Amon
Amon
Skill Boost Water Row Skill Boost
Water Row Water Row Bind Immune
Bind Immune Skill Lock Resist Machine Killer
—-
Fire  Arrow Water  + water counterattack for 4 turns
7 turn CD
The world’s buffest Owl continues to set weightlifting records with his Bankai evolution. Unfortunately, for Amon, his bulging biceps do not increase his viability as his active is still underwhelming when compared to almost every orb changer as he is on a 7 turn cooldown. Furthermore, his active has no synergy with any full board changer for mono water teams outside of the extremely rare Beach Urd summer urd. This pushes him even lower down on the potential sub list and only gets worse considering he is challenging to max skill.

I yearn for the day when Amon flexes his muscles in the right direction as his awakenings are powerful and all could be corrected if he got an awoken evolution that increased his active’s potential.

 Awoken Astaroth
Astaroth
Devil / Healer
Skill Boost Wood Row Skill Boost
Wood Row Wood Row Bind Immune
Bind Immune Skill Lock Resist
—-
Fire Jammer Poison Arrow Green + 4 turn counter attack
7turn CD
Astaroth breaks the pattern of weak monsters in the Archdemon pantheon by gaining an awoken evolution. Through her awoken evolution, her active can now be used to remove poison and jammer orbs which alleviates the need to bring a board changer. Granted she is still on a 7 turn cooldown, but at least has the option of extra utility. In addition to the active revamp, Astaroth forms a powerful 2.25x HP / 20.25x ATK team for wood devils and healers while being focused on forming wood rows Wood Row. This allows her to be both tanky and hit like a truck while being able to control her damage. Furthermore, by being bind immune, you are able to side-skirt some dungeon mechanics.

Unfortunately, Astaroth has a very limited sub pool and may require extensive effort to collect all of her ideal subs. These include, but not limited to Awoken Artemis Awoken Artemis, Freyja Awoken Freyja, Green Valkyrie GValk, and Michael Michael. For further reading, please refer to my previous post on Astaroth HERE. Lastly, Astaroth is very cute and adorable while being one of the better rolls from this pantheon.

 Baal
Baal
Devil / Attacker / Healer
Skill Boost Light Row Skill Boost
Light Row Light Row Bind Immune
Bind Immune Skill Lock Resist Multiplayer Bonus
—-
Water Arrow Light  + light counterattack for 4 turns
8 turn CD
Baal is similar to Belial and Amon in that he has fantastic awakenings, base stats, 3 typings, and horrible active. To make matters even worse, Baal is on an 8 turn cooldown at max skill for a single orb changer and minor counterattack. Furthermore, his orb change can only be combo-ed with Superman 2824 and that is perhaps the best team to use Baal on as they can generate a 2/3 light board. Otherwise, you may be better off using a different single orb changer on your mono light teams as the sheer investment in max skilling Baal coupled with an 8 turn cooldown diminishes his value.

Perhaps one interesting use you can use Baal for is his bind immunity and when Skill Inheritance arrives to transfer a bind clear active.

   Awoken Lucifer
Awoken Archdemon Lucifer
God / Devil
Skill Boost Dark row Skill Boost
Dark row Dark row Skill Boost
Skill Lock Resist God Killer
—-
3 Question Orb  Arrow Dark + 150k true damage to 1 enemy
8 turn CD
Awoken Lucifer is the savoir of the Archdemon pantheon by forming a powerful 1.82x HP / 16x ATK / 1.82x RCV lead for devil and god type monsters. This is fantastic as his sub pool consists of some of the strongest monsters in Puzzle and Dragons. He is capable of farming Arena 1 and clearing Arena 2 along with Challenge 10’s. He is also able to utilize Yomi Dragon Yomi Dragon as a sub for access to bind clearing and heart orb generation.

Awakenings wise, dual Lucifer leads provide a walloping 6 dark row Dark row awakenings and 6 skill boosts Skill Boost which ensures your actives are ready by turn 1. However, it is his God Killer God Killer awakening that is his defining feature as it allows Lucifer to deal 3x damage to god type bosses. This enables you to burst for incredible damage as you can stack multiple dark rows. In addition, you can also control your damage by choosing to not match a horizontal row of dark orbs to not trigger the row bonus and this becomes vital when facing bosses with small damage absorption shields. For further reading on how to build your Lucifer team, please refer to my full Team Building Guide.

The main drawback of Lucifer is his active as it largely goes to waste as the 150,000 true damage on a single enemy is only used to either kill off monsters with extremely high defence or push a monster who is on the cusp of a specific HP threshold. As such, an 8 turn cooldown for a 3 dark orb generation is weak and is further complicated if using him as a lead.

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