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
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
Set was initially hyped upon his release due to his triple TPA TPA awakenings. Unfortunately, that quickly died down due to his lack of ideal homes. One could argue that he has value on Shiva Dragon Shiva D or Reincarnated Shiva 3241 teams; however, his place is not mandatory by any means.

Providing a 50% damage increase for two turns is helpful, but is one of the weakest enhancing options available. In addition, both those teams usually have enough damage for the type of content they tackle.

Set’s active combines two mechanics into one and this can help alleviate some active requirements towards the end of the dungeon. This is because you can use Set on the second to last floor and then then another active on boss to deal lethal damage.

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

God / Physical
blue + orb TPA Time Extend
blue + orb TPA blue + orb
blue + orb +heart
L Column  Arrow Water
4  turn CD
Nut is an interesting water monster as she has a low base cooldown along with reasonable awakenings. Being able to form a column of water orbs is more helpful on TPA teams; however, you can easily use Nut as a base for Skill Inheritance in order to gain easier access to a new active skill. This becomes crucial in short dungeons that are played in solo mode as it may be challenging to stall for actives.

Despite the fact that Nut has no row awakenings, the four orb enhances blue + orb add significant passive damage to row-based teams. This largely plays into the idea of using her as a base for Skill Inheritance, but can be simply used to have a quick orb generating 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.


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. Unfortunately, Osiris is seldom seen on many mono wood teams due to the sheer abundance of TPA-oriented subs. This is mostly because players would elect to use Vishnu 3070 instead due to the additional Two Prong Attack, SBR, and enhanced skyfall mechanic.

However, you can still use Osiris as a placeholder sub or as a card to act as a base for Skill Inheritance.

Overall, Osiris feels more lackluster than Nut as Vishnu is for the most part a straight upgrade.  On the bright side, Medjedra still loves him.

God / Healer
+light orb Skill Boost blue + orb
+light orb +light orb +light orb
Skill Lock Resist Time Extend
25% gravity
13 turn CD
Hathor is a victim to extreme powercreep as she was released far too late into the game to keep abreast with other cards.  25x rainbow leads began to go out of style around her release and she has not received substantial buffs to keep her viable.

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.

However, I want to emphasize her value as a gravity assistant as she is one of the few options available. You may not use her very often, but it does have value when required.

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 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 utilized on all the popular dark teams: Yomi Dragon Yomi Dragon, Awoken Lucifer Awoken Archdemon Lucifer, Gremory Gremory, and Awoken Pandora Awoken Pandora. The 4 enhanced dark orb Dark Orb Enhance add a sizable 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.


Happy Puzzling!

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