Thoughts on Monster Exchanging for Halloween Cotton, Elia, & Chakeol

Introduction

The Monster Exchange System is one of the greatest improvements to Puzzle and Dragons as it allows players to convert excess copies of Godfest Exclusives/Event cards for valuable Monsters. This process will consume 4-5 cards each time so it is not a decision that should be made lightly and should only be done when it will improve your current situation.

My general rule of thumb is to always keep at least 2 copies of any given card due to the fact that GungHo has been releasing numerous split evolutions and it is impossible to predict what will be released/buffed next. A great example of this is Valkyrie Ciel who went being an underwhelming card, to having two incredibly powerful evolutions where you would badly want each version.

In this article I will be outlining my thought process towards Monster Exchanging for Halloween Cotton, Elia, and Chakeol before it expires on Monday. Continue reading Thoughts on Monster Exchanging for Halloween Cotton, Elia, & Chakeol

GungHo Collab: Another Story REM

Introduction

The GungHo Collab: Another Story (Marvel Reskin) makes a debut in North America and comes with a 10 Magic Stone price tag. While this on the more expensive side, all cards feature Weapon Assists which can help offset the pain of rolling a bottom rarity.

GungHo Collab: Another Story is a Reskin of the Marvel Collab that occurred  in JP twice. While we do not have access to the newest evolutions/cards that were present during the second rerun, we did receive the awakenings and some buffs.

This puts us in an unusual place as this event will not be as meaningful compared to the debut and rerun in JP due to the delay and missing some key cards. Furthermore, the 10 Magic Stone price tag is quite hefty considering many of these cards may feel underwhelming.

With that being said, this Reskin uses GungHo IP which leads me to believe we should receive the newer cards during a second rerun which I feel can occur but of course this is still speculation.

As a whole, I feel that this event is worth at least a few pulls due to the fact that all cards have Weapon Assists and at least your first several rolls are most likely not duplicates. Just keep in mind that the majority of these cards will have most of their value as Weapon Assists and we can Monster Exchange for all the meaningful 7* cards.

One thing to note is that if you type in the NA card’s name into Tsubaki Bot, it will pull up the corresponding information but will have the images of the JP cards. Continue reading GungHo Collab: Another Story REM

Guide to Requesting Teambuilding Help for PAD

So, you’re having difficulty with a hard technical PAD dungeon and you’d like help in creating a team that can tackle it? Excellent, you’ve come to the right place! Join the Hyperion Discord and follow the on-boarding process to access the chats then this article will guide you on how to use the teambuilding-workshop channel in the server.

Follow these directions to make all of our lives easier, and you’ll be able to get help faster and more efficiently. So let’s break down the steps to make this process easier.

First, identify a starting point:

  • What dungeon(s) you are trying to clear?
  • Where are you stuck in those dungeons?
  • Are you starting completely from scratch or do you already have a draft?

Second, share your teambuilding attempts and preferences:

  • Build your teams in a teambuilder and share them on Discord
  • Share and be honest about your skill level (ie time-to-solve 6×5)
  • Share your preferences (ie “I don’t like 7×6”)

Third, and most importantly, share your ORGANIZED box: (don’t spam Discord with pictures)

  1. Turn on Box Sorting in PAD if you have not already. This is in Others > System > Manage Boxes.
  2. Favorite everything from the REM. In general this is everything worth 5000+ Monster Points. You also want to favorite farmables that aren’t clearly garbage and may see use. (Ex. Athenas, MP Dragons)
  3. Sort by Favorites, and screenshot all of your box down to the end of your Favorites.
  4. Upload all the screenshots to Imgur, or any other photo dump link where you can just post a single link in the chat and we would be able to see all the screenshots. (Example)

Don’t just screen record a video of scrolling through your box, it’s hard to brainstorm team ideas when we need to constantly go back and forth to confirm cards.

Then search for already existing teambuilds you are closest to making.

Remember, anyone helping has to take the time and look through your box and brainstorm what would work. Start by doing a little startup research of your own, by going on YouTube and searching the dungeon and leader pairing. If there isn’t any in English, search the dungeon’s name in Japanese and the name of the leader. (Use ^jpname Tsubaki name for monsters)

To find JP dungeon names, ask around or search in our website dungeon guides for the JP names of the harder technicals like the MDs. Use whatever you find the closest to building as your starting point.

Keep in mind there isn’t a single team that can clear everything. You can request help with making an “allpurpose” team though.

Finally, if you truly want no-effort-hand-held-teams straight from your box flown in with a spoon full of yum dungeon clear, please consider supporting Mantastic (or any other content creator with a teambuilding incentive) by joining his YouTube Membership’s Moving Diamond Tier, where he will review your monster box and assist you in making teams for whatever dungeon you want to tackle. You support a content creator and get a fully customized team. It’s a win-win.

Fusing Monster Experience for Greats (1.5x EXP) to Quickly Max Out Cards

Introduction

When I first started playing PAD, Skill Up and Great/Super rates were a 10% chance to succeed and waiting for a 2x event was meaningful. Fast forward to today and it is essentially 100% chance for Great/Super which is fantastic overall but also means we should be mindful of how much EXP we fuse to a given card.

As such, I often try my best to never waste anything and try to fuse just enough so that a Great (which almost always happens) will fully max out the respective card.

With this in mind, I want to “math out” the EXP needed along with common EXP materials you can use to quickly and mindlessly max level a card.

I will only be using on-colour EXP material as it provides 1.5x more EXP and have adjusted the following charts to properly reflect the current EXP fusion values. Furthermore, the values of the Snow Globes and King Dragons are now the same for every colour. With that being said, Dark has a few more advantages due to more options of EXP fodder.

Video commentary


4 million curve

Always fuse on-colour for 1.5x more EXP. All Colours show what type of materials to fuse to the respective colour.

1.5x = 4M
x = 2.67M

4M Curve – 2.67M
Goal: Level 84
What to Fuse
All Colours
(Fuse matching colour)

or

Dark

or

It is challenging to find common fodder to add up to 2.67 million EXP so I just use as few things as possible for 3 million EXP.

The Queen Metal Dragon and the EXP of a Lifetime Tamadra both yield 3 million EXP when fused on-colour. These can be used in lieu of a lil Snow Globe as both grant 3 million EXP.

5 million curve

1.5x = 5M
x = 3.33M

5M Curve – 3.33M
Goal: Level 84
What to Fuse
All Colours
(Fuse matching colour)

King plus Super King yields 3,750,000 exp.

10 million curve

Weapon Assists tend to require 10 million EXP.

1.5x = 10M
x = 6.66M

10M Curve – 6.66M
Goal: Level 84
What to Fuse
All Colours
(Fuse matching colour)

or
Dark

All of the above options yield 6,750,000 EXP

Conclusion

This is something that I do on a regular basis and has become somewhat second nature to me and with the recent buff to EXP values, this has become easier compared to before.

With that being said, I hope this is helpful to some of my readers.

Happy Puzzling!

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Kingdom Collab REM Review

Introduction

The Kingdom Collab makes a debut in North America and comes with a 10 Magic Stone price tag. While this on the more expensive side, all cards feature Weapon Assists which can help offset the pain of rolling a bottom rarity. Furthermore, due to the fact that this is a debut event of a newer Collab, many of these cards feature the newer awakenings and are better suited towards current content compared to older machines.

With this in mind, I would be inclined to do at least 5 or so rolls (plus free Memorial pulls) as the chances of acquiring a duplicate are reasonably low due to the large rolling pool and the fact that we have never rolled this before. Continue reading Kingdom Collab REM Review

Illusionary Artists REM Review

Introduction

The Illusionary Artists are a GungHo owned event that features numerous event cards that are lumped together with the REM alongside a sprinkling of Godfest Exclusives (GFE). This means that the Artists event will return on a regular basis and it is not a far stretch to expect buffs, especially for the top rarity.

On the other hand, the rolling rates are abysmal as there is a strong likelihood that you will not even be able to roll an event card, let alone the top rarity cards who boast a 1% rolling rate. This can lead to frustration along with those top rarity cards being potentially difficult to team build for as they require 28 Skill Boosts Skill Boost to Transform which will be challenging for less developed boxes. Continue reading Illusionary Artists REM Review

Big Buffs for Brave 1 & 2 Series

Wrists are still bad but I want to make an effort to keep this site going by at least publishing my YouTube videos here

Appreciate your understanding

Happy Puzzling!

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Alt. Shura’s Realm 3 (Illusory World Of Carnage 3)

ASR3 is an alternate version of the third entry into the Shura’s Realm (Illusory World of Carnage) series in the Technical Dungeon section of Puzzle and Dragons. ASR3 was released on July 21st, 2022 and is associated with the second run of the Spacetime Title Challenge. Credits to Toes T. Toes for the Floor Description.

Floor Guides

Ctrl-F’able Google Doc

Terminology

R: Fire, B: Water, G: Wood, L: Light, D: Dark, H: Heart, J: Jammer, P: Poison
Rows: Counted from top to bottom, Columns: Counted from left to right
TE: Movement Time, RCV: Recovery, Gen: generation, NoSF: No Skyfall

F1: Super Carbuncles (5 Spawns)

Super Red Carbuncle: 3.125B HP, 15M DEF, 1T Timer, R/x, Healer

50% resolve

Preemptive: 15T skill bind

Moveset:

  • T1-14: 160,800 DMG (2 hits)
  • T15+: change to random attribute, 12,684,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 5,628,000 DMG (7 hits)

Super Blue Carbuncle: 3.125B HP, 15M DEF, 1T Timer, B/x, Healer

50% resolve

Preemptive: 20T full team bind

Moveset:

  • T1-14: 160,800 DMG (2 hits)
  • T15+: change to random attribute, 12,684,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 5,628,000 DMG (7 hits)

Super Green Carbuncle: 3.125B HP, 15M DEF, 1T Timer, G/x, Healer

50% resolve

Preemptive: 5T top row tape

Moveset:

  • T1-14: 160,800 DMG (2 hits)
  • T15+: change to random attribute, 12,684,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 5,628,000 DMG (7 hits)

Super Yellow Carbuncle: 3.125B HP, 15M DEF, 1T Timer, L/x, Healer

50% resolve

Preemptive: 2T full team delay

Moveset:

  • T1-14: Random 3J/3P/3MP gen, 160,800 DMG (2 hits)
  • T15+: change to random attribute, 12,684,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 5,628,000 DMG (7 hits)

Super Purple Carbuncle: 7.5B HP, 25M DEF, 4T Timer, D/x, Healer

35% resolve

Preemptive: 10T +20% poison skyfall

Moveset:

  • T1-2: 1,612,800 DMG (2 hits)
  • T3+: 129,024,000 DMG
  • T3+ when 1 spawn remains: change to random attribute, 56,448,000 DMG (7 hits)
  • When 1 spawn remains: timer haste to 1T

Super Flame Golem: 5B HP, 50M DEF, 1T Timer, R/x, Physical/Machine

50% super resolve

Preemptive: 100% gravity

Moveset:

  • T1-14: change to random attribute, 240,000 DMG
  • T15+: change to random attribute, 19,200,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 8,400,000 DMG (7 hits)

Super Ice Golem: 7.5B HP, 75M DEF, 2T Timer, B/x, Physical/Machine

50% super resolve

Preemptive: 10T -75% RCV

Moveset:

  • T1-6: change to random attribute, 488,000 DMG
  • T7+: change to random attribute, 39,040,000 DMG
  • When 1 spawn remains: enrage to 999% 900% DMG
  • T7+ when 1 spawn remains: change to random attribute, 17,080,000 DMG (7 hits)

Super Earth Golem: 5B HP, 50M DEF, 1T Timer, G/x, Physical/Machine

50% super resolve

Preemptive: 5T -75% TE

Moveset:

  • T1-14: change to random attribute, 240,000 DMG
  • T15+: change to random attribute, 19,200,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 8,400,000 DMG (7 hits)

Super Machine Golem: 5B HP, 50M DEF, 1T Timer, L/x, Physical/Machine

50% super resolve

Preemptive: 5T +20% sticky blind skyfall

Moveset:

  • T1-14: change to random attribute, 241,600 DMG
  • T15+: change to random attribute, 19,328,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 8,456,000 DMG (7 hits)

Super Dark Golem: 5B HP, 50M DEF, 1T Timer, D/x, Physical/Machine

50% super resolve

Preemptive: 4T heart unmatchable, 193,280 DMG

Moveset:

  • T1-14: change to random attribute, 241,600 DMG
  • T15+: change to random attribute, 19,328,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 8,456,000 DMG (7 hits)

Super Dryad: 625M HP, 500M DEF, 1T Timer, G/x, Healer

1% super resolve

Preemptive: 10T random attribute absorb shield

Moveset:

  • T1-14: random 3 bomb gen, change to random attribute, 291,200 DMG
  • T15+: change to random attribute, 23,296,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 10,192,000 DMG (7 hits)

Super Mystic Flame Knight: 5B HP, 15M DEF, 1T Timer, R/x, Balanced/God

50% resolve

Preemptive: 5T awoken bind

Moveset:

  • T1-14: random 1 fire orb gen, 144,480 DMG
  • T15+: change to random attribute, 11,558,400 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 5,056,800 DMG (7 hits)

Super Mystic Ice Knight: 5B HP, 15M DEF, 1T Timer, B/x, Balanced/Devil

50% resolve

Preemptive: 8-10 bomb orb gen

  • _ X _ _ X _
    _ _ X X _ _
    _ _ _ _ _ _
    _ _ X X _ _
    _ X _ _ X _
  • _ X _ _ _ X _
    _ _ X X X _ _
    _ _ _ _ _ _ _
    _ _ _ _ _ _ _
    _ _ X X X _ _
    _ X _ _ _ X _

Moveset:

  • T1-14: random 1 water orb gen, 144,480 DMG
  • T15+: change to random attribute, 11,558,400 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 5,056,800 DMG (7 hits)

Super Mystic Stone Knight: 5B HP, 15M DEF, 1T Timer, G/x, Dragon/Balanced

50% resolve

Preemptive: 2T 6×5 > 7×6 (else 3T left column tape)

Moveset:

  • T1-14: random 1 wood orb gen, 144,480 DMG
  • T15+: change to random attribute, 11,558,400 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 5,056,800 DMG (7 hits)

Super Mystic Light Knight: 5B HP, 15M DEF, 1T Timer, L/x, God/Balanced

50% resolve

Preemptive: 4-10 5T 1s spinners

  • _ _ _ _ _ _
    _ _ _ _ _ _
    _ X X X X _
    _ _ _ _ _ _
    _ _ _ _ _ _
  • _ _ _ _ _ _ _
    _ _ _ _ _ _ _
    _ X X X X X _
    _ X X X X X _
    _ _ _ _ _ _ _
    _ _ _ _ _ _ _

Moveset:

  • T1-14: random 1 light orb gen, 144,480 DMG
  • T15+: change to random attribute, 11,558,400 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 5,056,800 DMG (7 hits)

Super Mystic Dark Knight: 5B HP, 15M DEF, 1T Timer, D/x, Dragon/Balanced

50% resolve

Preemptive: 433,400 DMG (3 hits)

Moveset:

  • T1-14: random 1 dark orb gen, 144,480 DMG
  • T15+: change to random attribute, 11,558,400 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 5,056,800 DMG (7 hits)

Super Ruby Carbuncle: 6.25B HP, 25M DEF, 1T Timer, R/x, Healer

50% super resolve

Drops Super Snow Globe Dragon

Preemptive: 10T -75% ATK

Moveset:

  • T1-14: 248,000 DMG (2 hits)
  • T15+: change to random attribute, 19,840,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 8,680,000 DMG (7 hits)

Super Sapphire Carbuncle: 6.25B HP, 25M DEF, 1T Timer, B/x, Healer

1% super resolve

Drops Super Snow Globe Dragon

Preemptive: 3T 2×1 cloud

Moveset:

  • T1-14: 331,200 DMG (2 hits)
  • T15+: change to random attribute, 19,840,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 8,680,000 DMG (7 hits)

Super Emerald Carbuncle: 6.25B HP, 25M DEF, 1T Timer, G/x, Healer

50% super resolve

Drops Super Snow Globe Dragon

Preemptive: 5T +20% jammer skyfall

Moveset:

  • T1-14: 248,000 DMG (2 hits)
  • T15+: change to random attribute, 19,840,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 8,680,000 DMG (7 hits)

Super Flamie: 7.5B HP, 50M DEF, 4T Timer, R/R, Attacker

50% super resolve

Preemptive: 10T sticky blind board

Moveset:

  • T1-4: random 5 fire orb gen, 1,623,360 DMG
  • T5+: change to random attribute, 129,868,800 DMG
  • When 1 spawn remains: timer haste to 1T
  • T5+ when 1 spawn remains: change to random attribute, 56,817,600 DMG (7 hits)

Super Bubblie: 12.5M HP, 2B DEF, 1T Timer, B/B, Physical

50% super resolve

Preemptive: 6T wood unmatchable

Moveset:

  • T1-14: random 5 water orb gen, 256,000 DMG
  • T15+: change to random attribute, 20,480,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 8,960,000 DMG (7 hits)

Super Topaz Carbuncle: 6.25B HP, 25M DEF, 1T Timer, L/x, Healer

50% super resolve

Drops Super Snow Globe Dragon

Preemptive: 2T full team delay

Moveset:

  • T1-14: 256,000 DMG (2 hits)
  • T15+: change to random attribute, 20,480,000 DMG
  • When 1 spawn remains: enrage to 999T 900% DMG
  • T15+ when 1 spawn remains: change to random attribute, 8,960,000 DMG (7 hits)

PEMDra (3 Pulls): 20M HP, 50M DEF, 1T Timer, G/x, Dragon/Machine

50% super resolve

Drops Ancient Tri-God Mask, Rainbowpy, or Diamond Dragon Fruit

Preemptive: 

  • 3T leader swap
  • Else: 10T 100,000,000 damage absorb shield, one action below
    • If J/P exist: J/P > G, 961,000 DMG
    • If J/P do not exist: 480,000 DMG

Moveset:

  • <50% (single-use): 999T status immunity, 999T 99% DMG reduction, 620,232 DMG (3 hits)
  • <5%: change to random attribute, 4,808,000 DMG (10 hits)
  • T1-14 (one action):
    • Random 1 wood orb gen, 480,800 DMG
    • Random 2 wood orb gen, 456,760 DMG
    • Random 3 wood orb gen, 504,840 DMG
  • T15+: change to random attribute, 16,828,000 DMG (7 hits)

REMDra (5 Pulls): 20M HP, 50M DEF, 1T Timer, L/x, Dragon/Machine

50% super resolve

Drops Latent TAMADRA (Imp. HP++, ATK++, or RCV++)

Preemptive: 3T leader swap (else full light board, full board lock (else 567,680 DMG))

Moveset:

  • <50% (single-use): 999T status immunity, 999T 99% DMG reduction, 732,306 DMG (3 hits)
  • <5%: change to random attribute, 5,676,800 DMG (10 hits)
  • T1-14 (one action):
    • Random 1 light orb gen, 567,680 DMG
    • Random 2 light orb gen, 539,296 DMG
    • Random 3 light orb gen, 596,04 DMG
  • T15+: change to random attribute, 19,868,800 DMG (7 hits)

Diamond REMDra (10 Pulls): 20M HP, 50M DEF, 1T Timer, D/L, Dragon/Machine

50% super resolve

Drops Latent TAMADRA (Damage Limit Break)

Preemptive: 3T leader swap (else 999T 100,000,000 void shield, full R/B/G/L/D/H/J/P/MP board, 994,800 DMG (else 663,200 DMG))

Moveset:

  • <50% (single-use): 999T status immunity, 999T 99% DMG reduction, 855,528 DMG (3 hits)
  • <5%: change to random attribute, 6,632,000 DMG (10 hits)
  • T1-14 (one action):
    • Random 1 heart orb gen, 663,200 DMG
    • Random 2 heart orb gen, 630,040 DMG
    • Random 3 heart orb gen, full R/B/G/L/D/H/J/P/MP board, 696,360 DMG
  • T15+: change to random attribute, 23,212,000 DMG (7 hits)

Super Reincarnated Minerva: 18.75B HP, 25M DEF, 1T Timer, R/R, God/Dragon/Attacker

14% resolve

50% dragon DMG reduction 

Drops R/B/G/L/D Huge Gem

Preemptive: 999T 3,000,000,000 void shield, 5T 1×2 cloud, 99T +50% locked skyfall, 419,328 DMG

Moveset: 

  • <5%: Rows 1, 3, and 5 fire gen, 2,620,800 DMG
  • T1-14 (one action):
    • Random 7 bomb gen, 524,160 DMG (4 hits)
    • 2T 15 orb sticky blind, 524,160 DMG (4 hits)
  • T15+: change to random attribute, 18,345,600 DMG (7 hits)

Super Reincarnated Parvati: 18.75B HP, 25M DEF, 1T Timer, G/R, God/Attacker/Healer

14% resolve

50% attacker DMG reduction

Drops R/B/G/L/D Huge Gem

Preemptive: 999T 3,000,000,000 void shield, 10T NoSF, 3T -100% RCV, 536,800 DMG

Moveset:

  • <50% (single use): full heart board, 1T -100% RCV (else 536,800 DMG), 805,200 DMG
  • <5%: full heart board, 2,684,000 DMG
  • T1-14 (two actions):
    • Columns 3 and 4 H/J/P gen, 268,400 DMG, one action below
      • If J/P exist: J/P > G, 268,400 DMG
      • If J/P do not exist: 536,800 DMG
  • T15+: change to random attribute, 18,788,000 DMG (7 hits)

Super Reincarnated Tsukuyomi: 12.5B HP, 25M DEF, 1T Timer, D/L, God/Balanced

20% resolve

50% light DMG reduction

Drops R/B/G/L/D Huge Gem

Preemptive: 999T 9c combo shield, 4T +20% sticky blind skyfall

Moveset:

  • <5%: 2,676,800 DMG (10 hits)
  • T1-4: Column 1 dark gen, 1T 10 orb sticky blind, 535,360 DMG (2 hits)
  • T5: 2,676,800 DMG (10 hits)
  • T6-14: Column 1 dark gen, 1T 10 orb sticky blind, 535,360 DMG (2 hits)
  • T15+: change to random attribute, 18,737,600 DMG (7 hits)

Super Reincarnated Andromeda: 12.5B HP, 50M DEF, 1T Timer, B/G, God/Attacker

20% resolve

50% god DMG reduction

Drops R/B/G/L/D Huge Gem

Preemptive: 999T status immunity, 150% gravity, random 3 water orb gen

Moveset: 

  • <50% (single-use): full H/J/P/MP board, random 3 water orb gen, 401,536 DMG
  • <5%: 2,007,680 DMG (4 hits)
  • T1-14 (one action):
    • Full board lock, 501,920 DMG
    • Random 1 R/B/G/L/D/H/J/P orb gen of each, 476,824 DMG
  • T15+: change to random attribute, 17,567,200 DMG (7 hits)

Mega Awoken Primordial Divinity, Amenominakanushi, 12.5B HP, 100M DEF, 1T Timer, B/x, God/Physical

20% super resolve

50% physical DMG reduction

Drops R/B/G/L/D Huge Gem

Preemptive: 

  • 999T status immunity, 1T +15% water skyfall, one action below
    • If J/P/MP exist: J/P/MP > B, 2,091,520 DMG
    • If J/P/MP do not exist: 552,820 DMG

Moveset:

  • <5%: 2,614,400 DMG (5 hits)
  • T1: 1T +15% wood skyfall, water lock, 522,880 DMG
  • T2: 1T +15% light skyfall, wood lock, 522,880 DMG
  • T3: 1T +15% dark skyfall, light lock, 522,880 DMG
  • T4: 1T +15% fire skyfall, dark lock, 522,880 DMG
  • T5: fire lock, 3,137,280 DMG (6 hits)
  • T6: 1T +15% wood skyfall, water lock, 522,880 DMG
  • T7: 1T +15% light skyfall, wood lock, 522,880 DMG
  • T8: 1T +15% dark skyfall, light lock, 522,880 DMG
  • T9 1T +15% fire skyfall, dark lock, 522,880 DMG
  • T10: fire lock, 3,137,280 DMG (6 hits)
  • T11: 1T +15% wood skyfall, water lock, 522,880 DMG
  • T12: 1T +15% light skyfall, wood lock, 522,880 DMG
  • T13: 1T +15% dark skyfall, light lock, 522,880 DMG
  • T14: 1T +15% fire skyfall, dark lock, 522,880 DMG
  • T15+: change to random attribute, 18,300,800 DMG (7 hits)

Mega Awoken Blade Mechdragon, Baldin: 18.75B HP, 1.5B DEF, 1T Timer, R/D, Dragon/Machine

14% resolve

50% demon DMG reduction

Drops R/B/G/L/D Huge Gem

Preemptive: 999T status immunity, 10T 6×5 > 7×6 (else 536,160 DMG), 10T awoken bind

Moveset:

  • <50% (single-use): 10T skill bind, 120% gravity
  • <5%: 2,680,800 DMG (5 hits)
  • T1-9 (one action):
    • 5T 2 card bind, 2T 10 orb sticky blind, 536,160 DMG (2 hits)
    • Random 1 mortal poison orb gen, 6-14 bomb orb gen, 536,160 DMG
      • _ _ _ _ _ _
        _ _ _ _ _ _
        X X X X X X
        _ _ _ _ _ _
        _ _ _ _ _ _
  • _ _ _ _ _ _ _
    _ _ _ _ _ _ _
    X X X X X X X
    X X X X X X X
    _ _ _ _ _ _ _
    _ _ _ _ _ _ _
  • T10: 2,680,800 DMG (5 hits)
  • T11-14 (one action):
    • 5T 2 card bind, 2T 10 orb sticky blind, 536,160 DMG (2 hits)
    • Random 1 mortal poison orb gen, 6-14 bomb orb gen, 536,160 DMG
      • _ _ _ _ _ _
        _ _ _ _ _ _
        X X X X X X
        _ _ _ _ _ _
        _ _ _ _ _ _
  • _ _ _ _ _ _ _
    _ _ _ _ _ _ _
    X X X X X X X
    X X X X X X X
    _ _ _ _ _ _ _
    _ _ _ _ _ _ _
  • T15+: change to random attribute, 18,765,600 DMG (7 hits)

Mega Awoken Evil Duchess, Gremory: 17.5B HP, 60M DEF, 1T Timer, D/G, Devil/Balanced

15% resolve

50% light DMG reduction

Preemptive: 999T status immunity, 1T 100,000 max HP lock, 10T -50% TE

Moveset:

  • <5%: 2,712,000 DMG (5 hits)
  • T1-14 (one action):
    • 1T 50% max HP lock, 4T -50% ATK (else 542,400 DMG), 271,200 DMG
    • 1T 100,000 max HP lock, 4T -50% RCV (else 542,400 DMG), 271,200 DMG
  • T15+: change to random attribute, 18,984,000 DMG (7 hits)

Mega Awoken White Phantom Demon, Ilm: 20B HP, 35M DEF, 1T Timer, L/R, Devil/Healer

13% resolve

50% dark DMG reduction

Preemptive: 999T status immunity, full light board, 4-6 15T 1s spinners, 642,240 DMG

  • _ _ _ _ _ _
    _ _ X X _ _
    _ _ _ _ _ _
    _ _ X X _ _
    _ _ _ _ _ _
  • _ _ _ _ _ _ _
    _ _ X X X _ _
    _ _ _ _ _ _ _
    _ _ _ _ _ _ _
    _ _ X X X _ _
    _ _ _ _ _ _ _

Moveset:

  • <5%: 3,211,200 DMG (6 hits)
  • T1-14 (one action):
    • Change random orb attribute to jammer, 267,600 DMG, one action below
      • If jammers exist: lock jammers, 267,600 DMG
      • If jammers do not exist: 535,200 DMG
    • Change random orb attribute to poison, 267,600 DMG, one action below
      • If poison orbs exist: lock poisons, 267,600 DMG
      • If poisons do not exist: 535,200 DMG
  • T15+: change to random attribute, 18,732,000 DMG (7 hits)

Bright Crimson Divine Mech King, Grandis: 20M HP, 3.3B DEF, 1T Timer, R/R, Machine/Physical

50% super resolve

50% machine DMG reduction

Preemptive: 1T status immunity

Moveset:

  • <50% (single-use): 2 random 1T 1s spinners
  • T1-14: 849,920 DMG
  • T15+: change to random attribute, 29,747,200 DMG (7 hits)

Mega Awoken Fenrir God Binding Wolf, Fenrir Viz: 18.75B HP, 75M DEF, 1T Timer, L/D, Devil

14% resolve

50% dark DMG reduction

Preemptive: 999T status immunity, 2T 50% random attribute DMG reduction, 10T -75% ATK

Moveset:

  • <5%: 2,672,000 DMG (5 hits)
  • T1 (one action):
    • >75%: 999T 9c combo shield, 10T -75% RCV
    • <75%: 999T 150% DMG, 999T 3,000,000,000 void shield
  • T2-14:
    • 534,400 DMG (801,600 DMG after enrage)
  • T15+: change to random attribute, 18,704,000 DMG (7 hits)

Mega Awoken Dark Angel Metatron: 25B HP, 25M DEF, 1T Timer, D/L, God

10% resolve

50% light DMG reduction

Preemptive: 999T status immunity, 999T 7c combo shield, 8T heart unmatchable

Moveset:

  • <50% (single-use): 999T 150% DMG, 10 10T sticky blind orbs, 536,000 DMG (804,000 DMG after enrage)
  • <5%: 2,680,000 DMG (10 hits)
  • T1-14 (one action):
    • 10 1T sticky blind orbs, 509,200 DMG (763,800 DMG after enrage)
    • Full board lock, 536,000 DMG (804,000 DMG after enrage)
  • T15+: change to random attribute, 18,760,000 DMG (7 hits)

Senri: 37.5B HP, 40M DEF, 1T Timer, R/x Balanced

7% resolve

50% balanced DMG reduction

Preemptive: 999T status immunity, full fire board, 10T +15% J/P skyfall, 427,264 DMG

Moveset:

  • <5%: 3,204,480 DMG (6 hits)
  • T1-9: (one action):
    • J/P > R, 801,120 DMG
    • 534,080 DMG (2 hits)
  • T10: 999T 150% DMG, 10T +15% J/P skyfall
  • T11-14 (one action):
    • J/P > R, 801,120 DMG (1,201,680 DMG after enrage)
    • 534,080 DMG (801,120 DMG after enrage) (2 hits)
  • T15+: change to random attribute, 18,692,800 DMG (7 hits)

King of the Fairies, Albrecht: 27.5B HP, 50M DEF, 1T Timer, G/L, Physical/Healer

9% resolve

50% healer DMG reduction

Preemptive: 999T status immunity, 5T +20% sticky blind orb skyfall, 1T awoken bind, 542,592 DMG

Moveset:

  • <50% (single-use): 4 random 10T 1s spinners, 10T NoSF, 602,880 DMG
  • <5%: 3,014,400 DMG (5 hits)
  • T1-14 (one action):
    • 1T awoken bind, 542,592 DMG
    • 4 random bomb gen, 602,88 DMG
  • T15+: change to random attribute, 21,100,800 DMG (7 hits)

Spectral Tree Spirit, Nilvauk: 18.75B HP, 1B DEF, 1T Timer, x/G, Devil

50% super resolve

Drops R/B/G/L/D Huge Gem

Preemptive: 999T status immunity, 999T 3,000,000,000 void shield, 1T -75% TE

Moveset:

  • <50% (single use): full wood board, 712,000 DMG
  • T1: 5T wood absorb shield
  • T2-4 (one action):
    • Change to random attribute, 712,000 DMG
    • 783,200 DMG (5 hits)
  • T5: 999T 1000% DMG
  • T6: 783,200 DMG (7,832,000 DMG after enrage) (6 hits)
  • T7+ (one action):
    • Change to random attribute, 712,000 DMG (7,120,000 DMG after enrage)
    • 783,200 DMG (5 hits) (7,832,000 DMG after enrage)

Spectral Sakura Spirit, Nilakum: 18.75B HP, 1B DEF, 1T Timer, x/D, Devil

50% super resolve

Drops R/B/G/L/D Huge Gem

Preemptive: 999T status immunity, 999T 3,000,000,000 void shield, 996,800 DMG (2 hits)

Moveset:

  • <50% (single use): full dark board, 712,000 DMG
  • T1: 5T dark absorb shield
  • T2-4 (one action):
    • Change to random attribute, 712,000 DMG
    • 783,200 DMG (5 hits)
  • T5: 999T 1000% DMG
  • T6: 783,200 DMG (7,832,000 DMG after enrage) (6 hits)
  • T7+ (one action):
    • Change to random attribute, 712,000 DMG (7,120,000 DMG after enrage)
    • 783,200 DMG (5 hits) (7,832,000 DMG after enrage)

Super Reincarnated Raphael: 15B HP, 0 DEF, 1T Timer, L/R, God/Physical/Attacker

50% dark DMG reduction

Preemptive: 999T status immunity

Moveset: 1T awoken bind, 3,067,200 DMG (5 hits)

Incarnation of Ruin, Gorkaos: 6.25B HP, 2B DEF, 1T Timer, D/x, Devil

40% resolve

Drops Incarnation of Ruin, Gorkaos

Preemptive: 7T G/L absorb shield, 7T -75% RCV, 2T status immunity

Moveset:

  • T1: 1T -75% TE, 661,352 DMG
  • T2: 1T 7c combo shield, 696,160 DMG
  • T3: 1T awoken bind, 626,544 DMG
  • T4: 4 1T 0.5s spinners, 765,776 DMG
    • _ _ _ _ _ _
      _ X _ _ X _
      _ _ _ _ _ _
      _ X _ _ X _
      _ _ _ _ _ _
  • _ _ _ _ _ _ _
    _ X _ _ _ X _
    _ _ _ _ _ _ _
    _ _ _ _ _ _ _
    _ X _ _ _ X _
    _ _ _ _ _ _ _
  • T5: 150% gravity
  • T6: 1-2T full team delay, 730,968 DMG
  • T7+: 34,111,840 DMG (7 hits)

Incarnation of Sin, Gorfeis: 6.25B HP, 2B DEF, 1T Timer, L/x Devil

40% resolve

Drops Incarnation of Sin, Gorfeis

Preemptive: 7T B/D absorb shield, 7T -75% ATK, 2T status immunity

Moveset:

  • T1: 1T 7c combo shield, 694,720 DMG
  • T2: 1T -75% TE, 659,984 DMG
  • T3: 4 1T 0.5s spinners, 764,192 DMG
    • _ _ _ _ _ _
      _ X _ _ X _
      _ _ _ _ _ _
      _ X _ _ X _
      _ _ _ _ _ _
  • _ _ _ _ _ _ _
    _ X _ _ _ X _
    _ _ _ _ _ _ _
    _ _ _ _ _ _ _
    _ X _ _ _ X _
    _ _ _ _ _ _ _
  • T4: 1T awoken bind, 625,248 DMG
  • T5: 1-2T full team delay, 729,456 DMG
  • T6: 150% gravity
  • T7+: 34,041,280 DMG (7 hits)

Blue Yin Dragon, Ryuunsai: 31.25B HP, 0 DEF, 1T Timer, x/B, Dragon

8% resolve

Drops Blue Yin Dragon, Ryuunsai

Preemptive: 999T status immunity, 999T 3,000,000,000 void shield, 999T 8c combo shield

Moveset:

  • <50% (single-use): 99T -75% ATK, 10T fire unmatchable
  • T1-9 (one action):
    • 3 random 1T 1s spinners, 370,800 DMG, one action below
      • If fire exists: R > P, 370,800 DMG
      • If fire does not exist: 741,600 DMG
    • 100% gravity, 1T -50% RCV, 370,800 DMG
    • 1T -50% TE, 778,680 DMG (4 hits)
  • T10+: 14,832,000 DMG (10 hits)

Red Yang Dragon, Kyozansai: 37.5B HP, 0 DEF, 1T Timer, x/R, Dragon

7% resolve

Drops Red Yang Dragon, Kyozansai

Preemptive: 999T status immunity, 999T 3,000,000,000 void shield, 99T NoSF

Moveset:

  • <50% (single-use): 99T -75% ATK, 10T water unmatchable
  • T1-9 (one action):
    • 3 random 1T 1s spinners, 366,160 DMG, one action below
      • If water exists: B > J, 366,160 DMG
      • If water does not exist: 732,320 DMG
    • 100% gravity, 1T -50% RCV, 366,160 DMG
    • 1T -50% TE, 768,936 DMG (4 hits)
  • T10+: 14,832,000 DMG (10 hits)

Green Augite, Mirror of Lush Verdure: 12.5B HP, 200M DEF, 2T Timer, G/x, Enhanced

Preemptive (one action):

  • 2T 3,000,000,000 void shield
  • 2T 1,000,000,000 damage absorb shield
  • 2T random attribute absorb shield

Moveset (one action):

  • 2T 1,000,000,000 void shield
    • If 3 or less spawns remain: 2T full team delay, 325,920 DMG
  • 2T 1,000,000,000 damage absorb shield
    • If 3 or less spawns remain: 2T full team delay, 325,920 DMG
  • 2T random attribute absorb shield
    • If 3 or less spawns remain: 2T full team delay, 325,920 DMG

Yellow Augite, Holy Sword of Amber: 6.25B HP, 10M DEF, 1T Timer, L/x, Enhanced

Preemptive: 611,200 DMG

Moveset (loop):

  • T1-4: 611,200 DMG
  • T5: 1T awoken bind, 611,200 DMG

Purple Augite, Magatama of Nil: 3.125B HP, 1B DEF, 1T Timer, D/x, Enhanced

Preemptive: damage immunity

Moveset (loop):

  • T1-5 (one action):
    • If 4 spawns remain: do nothing
    • If 3 spawns remain: revive one ally (3 revives total)
    • If 2 spawns remain:
      • If revives remain: revive two allies (3 revives total), else revive one ally (3 revives total)
      • If revives do not remain: break damage immunity
    • If no revives remain (one action):
      • 15 orb lock, 477,440 DMG
      • 572,928 DMG
  • T6 (one action):
    • If no revives used: 47,740,000 DMG
    • If 1 revive used: break damage immunity, 1,909,760 DMG
    • If 2 revives used: 954,880 DMG
    • If 3 revives used: 572,928 DMG
Heavenstar Dragon, Hexazeon: 180B HP, 0 DEF, 1T Timer, L/R, Dragon/Physical

50% super resolve

Drops Heavenstar Dragon, Hexazeon’s Gem; Green Augite, Mirror of Lush Verdure; Yellow Augite, Holy Sword of Amber; or Purple Augite, Magatama of Nil

Preemptive: damage immunity

Moveset (one action): 

  • If 3-4 spawns remain (one action):
    • 1T -50% ATK
    • 1T -50% RCV
    • 1T -50% TE
  • If 2 spawns remain (one action):
    • T1: 999T status immunity
    • 1T -50% ATK, 285,120 DMG
    • 1T -50% RCV, 249,480 DMG
    • 1T -50% TE, 270,864 DMG
  • If 1 spawn remains:
    • <2%: cleanse player buffs (else 712,800 DMG), change to R/B/G attribute, 25,660,800 DMG (6 hits)
    • <50% (single-use) (T6n hits prioritized): 15T dark unmatchable, 1,111,968 DMG (6 hits)
    • T1: break damage immunity, full board lock
    • T2-5 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)
    • T6: 712,800 DMG
    • T7-11 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)
    • T12: 748,440 DMG
    • T13-17 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)
    • T18: 784,080 DMG
    • T19-23 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits) 
    • T24: 855,360 DMG
    • T25-29 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits) 
    • T30: 891,000 DMG
    • T31-35 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits) 
    • T36: 926,640 DMG
    • T37-41 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits) 
    • T42: 962,280 DMG
    • T43-47 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)  
    • T48: 997,920 DMG
    • T49-53 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)  
    • T54: 1,033,560 DMG
    • T55-59 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits) 
    • T60: 1,069,200 DMG
    • T61-65 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)  
    • T66: 10,692,000 DMG
    • T67+ (loop):
      • T1-5 (one action):
        • >50% (one action):
          • 2 random 1T 1s spinners, 784,080 DMG
          • 1T -50% RCV, 677,160 DMG
          • 1T -50% TE, 712,800 DMG
          • 15 orb lock, 748,440 DMG
          • 855,360 DMG (6 hits)
        • <50% (one action):
          • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
          • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
          • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
          • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
          • Change to R/B/G attribute, 855,360 DMG (6 hits)  
      • T6: 10,692,000 DMG

50% super resolve

Drops Hellstar Dragon, Hexazeon’s Gem; Green Augite, Mirror of Lush Verdure; Yellow Augite, Holy Sword of Amber; or Purple Augite, Magatama of Nil

Preemptive: damage immunity

Moveset (one action): 

  • If 3-4 spawns remain (one action):
    • 1T -50% ATK
    • 1T -50% RCV
    • 1T -50% TE
  • If 2 spawns remain (one action):
    • T1: 999T status immunity
    • 1T -50% ATK, 285,120 DMG
    • 1T -50% RCV, 249,480 DMG
    • 1T -50% TE, 270,864 DMG
  • If 1 spawn remains:
    • <2%: cleanse player buffs (else 712,800 DMG), change to R/B/G attribute, 25,660,800 DMG (6 hits)
    • <50% (single-use) (T6n hits prioritized): 1T awoken bind, 15T +20% sticky blind skyfall, 360% gravity, 285,120 DMG
    • T1: break damage immunity, full board lock
    • T2-5 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)
    • T6: 712,800 DMG
    • T7-11 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)
    • T12: 748,440 DMG
    • T13-17 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)
    • T18: 784,080 DMG
    • T19-23 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits) 
    • T24: 855,360 DMG
    • T25-29 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits) 
    • T30: 891,000 DMG
    • T31-35 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits) 
    • T36: 926,640 DMG
    • T37-41 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits) 
    • T42: 962,280 DMG
    • T43-47 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)  
    • T48: 997,920 DMG
    • T49-53 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)  
    • T54: 1,033,560 DMG
    • T55-59 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits) 
    • T60: 1,069,200 DMG
    • T61-65 (one action):
      • >50% (one action):
        • 2 random 1T 1s spinners, 784,080 DMG
        • 1T -50% RCV, 677,160 DMG
        • 1T -50% TE, 712,800 DMG
        • 15 orb lock, 748,440 DMG
        • 855,360 DMG (6 hits)
      • <50% (one action):
        • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
        • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
        • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
        • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
        • Change to R/B/G attribute, 855,360 DMG (6 hits)  
    • T66: 10,692,000 DMG
    • T67+ (loop):
      • T1-5 (one action):
        • >50% (one action):
          • 2 random 1T 1s spinners, 784,080 DMG
          • 1T -50% RCV, 677,160 DMG
          • 1T -50% TE, 712,800 DMG
          • 15 orb lock, 748,440 DMG
          • 855,360 DMG (6 hits)
        • <50% (one action):
          • Change to R/B/G attribute, 2 random 1T 1s spinners, 784,080 DMG
          • Change to R/B/G attribute, 1T -50% RCV, 677,160 DMG
          • Change to R/B/G attribute, 1T -50% TE, 712,800 DMG
          • Change to R/B/G attribute, 15 orb lock, 748,440 DMG
          • Change to R/B/G attribute, 855,360 DMG (6 hits)  
      • T6: 10,692,000 DMG

Team Templates

Want your team or video featured here? Join the Discord and show us what you got!

Rosalyn re-Visit – ASR3 Spacetime Title Run
Ramen Atelie – ASR3

Odin Dragon Descended

This won’t be a dungeon guide, as much as it will be a team template. The checklist of mechanics in this dungeon is pretty short. Follow-up Attack, Color absorb, Jammer Skyfall and Damage Absorb are all present on the first couple floors, then Odin Dragon hits hard and makes you a full rainbow/Jammer, Poison/hearts board. Realistically nothing that you can’t actually clear with the two fixed leads you are forced to use (Story Odin x Gaia Dragon). The issue is that should you want to farm this, whether for skill-ups on Odin’s new (Very strong) equip, or Odin Dragon himself, it is going to be a very painful and long process without some specific set-ups. A warning in advance, these teams are not very free-to-play friendly, and will often require the presence of at least Todo or Macha. The combination of the double fixed leads AND no assists, is just not very forgiving to team building. This is the Skyozora Link should you need it.

https://www.youtube.com/watch?v=BnF85NZgrXI You can also use Reeche/NY Reeche/DReeche in place of Zaerog, it changes very little.

https://www.youtube.com/watch?v=U5hWbfA0mhE Latents are not shown in the video, but I have tested the team myself, and what is pictured is what is necessary. Daytona, as always is likely your fastest/easiest option, what else is new?

https://www.youtube.com/watch?v=l0STW2Lozcc This is likely the most free-to-play team you can get away with in this dungeon. If you can use literally any other team from earlier on this list I recommend that instead. This is not easy, and it’s very slow compared to the others (nearly 3-4 times the clear speed and difficulty)

https://www.youtube.com/watch?v=OM1gOMAzkJ0 Another much slower clear than the first 2. This one however, is still fairly easy, just due to the bulk and overall damage of the team.

Enjoy, and feel free to ask in our Discord (linked above) should you need any clarification from me.

Puzzling those Dragons