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

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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.

MD3 Dungeon Guide: Academy Tokugawa x Academy Ina

With the advent of Academy Tokugawa and Academy Ina, a new, powerful MD3 team has entered the fray. By taking advantage of non-transforming leaders, this team mitigates the danger of stalling to transform Atori or Raphine. Additionally, it takes advantage of high eHP and ease of stalling to make TF Yurisha and Seina manageable. While the team is relatively safe with copious amounts of movetime and high durability, it suffers from a tedious and slow playstyle that is highly contingent on cheesing Raphine’s spinner and matching precise boards for clean one shots. Though the sub slots are highly inflexible, most of these equips can be easily substituted. Whether you’re looking for safe MD3 clears or a simple one-and-done, this build will do the job.

Build Notes

Build assumes rainbow solves with dark bricks unless otherwise noted. Additional notes indicate extensions of rainbow solves except for F3 and F4. Lead with Baran for a 7×6 board. Stall for Tokugawa as needed. Stalling without a dark brick requires 10-11 connected dark orbs. System Raphine and HChakeol after F6 and F7 respectively. Certain floor sequences must be followed precisely to maintain systems for orb generation while countering debuffs.

HP Thresholds:

  • 52,813 with awakenings
  • 52,376 without awakenings

Potential Replacements:

  • Bonta-Kun: leader swap
  • Saitama: SB and long CD, preferably with team HP and/or RCV and poison resist
  • Orochi: cross, preferably with team HP and/or RCV and poison resist
  • Tsukuyomi: NY Tsukuyomi, Myr
  • Kiyosumi: delay, preferably with team HP and/or RCV and poison resist
  • Ultraseven: HInahime’s Club, Shusuke’s Article, HMadoo’s Hat

Floor Guide

Use Bonta-Kun and transform Raphine T1. Match a minimum of 10 connected dark orbs and 10 combos over 2T to kill.

Use Okuninushi to clear the potential awoken bind and avoid Saitama overcharge. Use Tsukuyomi to create a long term time buff. Kill over 2T.

Use Ultraseven to buy time for debuff clears. Match 2 red or dark crosses, a light or dark TPA, and a light or dark L. Kill over 3T, with the first turn spent clearing debuffs.

Stall 2T, matching 10-11 dark orbs without 10c. Use Kiyosumi and Tokugawa. Bring the Phoenix to super resolve in 1T. Transform Raphine. Stall 2T, then use Raphine again. Stall 1T, then kill all spawns.

Use Tokugawa and one shot with rainbow activation.

Use Raphine T1 to begin system and overwrite Horus’ debuff if he appears. Use Okuninushi if Ra appears. One shot with rainbow activation.

If Ruel spawns, use HChakeol to unlock. Stall 1T for Tokugawa. Use Tokugawa and kill by matching a light TPA or an additional dark combo.

If Rozuel spawns, use HChakeol and kill by matching a light TPA or an additional dark combo.

If Famiel spawns, use HChakeol, stall 1T for Tokugawa. Use Tokugawa and kill by matching an additional dark combo.

For all spawns, stall until Okuninushi is 2T away from charged and Raphine is 1T away from charged.

If Uriel spawns, use Tokugawa and kill by matching a light TPA and an additional dark combo.

If Gabriel spawns, use Tokugawa and kill by matching a light TPA, an additional dark combo, and either a water TPA or a wood TPA.

If Michael spawns, use Tokugawa and kill by matching a light TPA and an additional dark combo.

If Raphael spawns, use Raphine and kill by matching a light TPA, an additional dark combo, an additional light combo.

If Lucifer spawns, use Ultraseven to counter his full heart board and his 50% moveset. Spend T1 clearing the board, kill over the next 2T.

If Baal spawns, match an additional dark TPA to clear light unmatchable.

If Sarasvati spawns, use Okuninushi and kill by matching 2 light TPAs, and an additional dark combo. Either one light TPA or the additional dark combo must be substituted with an L of the corresponding color.

If Astaroth spawns, bring her to super resolve. Be cautious of bringing her to super resolve when you have 1T spinners as this will render her puzzle impossible. Clear her puzzle by spinning away the poisons in the two leftmost and two rightmost columns. Leave the connected poisons in place to match.

If Pandora spawns, stall 1T if needed for Tokugawa. Use Tokugawa and kill by matching a light TPA and either an additional light combo or an additional dark combo.

If Krishna spawns, use Baran or Kiyosumi to void her absorption shield and either Ina or Raphine to clear the time debuff.

If Vishnu spawns, use Okuninushi T1 to delay shield. Stall until his absorb shield lowers to ensure Okuninushi is ready by F14 T2.

If Belial spawns, use Ina or Raphine to clear the time debuff.

If Amon spawns, shield T1. Chip him T2 with minimal activation, then kill on T3.

If Seina spawns, ensure you heal to full while she is enraged. Use Tokugawa T1 to chip, then use Ina T2, Raphine T3, and Ina T4. She should be killable in one shot after her void shield lowers. Alternatively, one shot her T1 by matching 5 light TPAs, a fire combo, a water combo, a dark TPA, and a dark brick.

If Ryumei spawns, make either a light L or a dark L T1 to unlock and kill over 2T. Alternatively, one shot him by matching 5 light TPAs, a fire combo, a water combo, a dark TPA, and a dark brick.

If Mikage spawns, make either a red cross or a dark cross T1 and kill over 2T. Alternatively, one shot him by matching 3 light TPAs, 2 fire combos, 2 water combos, 2 dark combos, and a dark brick.

If Uvo Sara spawns, use Okuninushi to clear awoken bind and kill over 2T.

If BSara spawns, chip her T1, then use Tokugawa and kill T2.

If LSara spawns, use Okuninushi or Kiyosumi and kill her over the following 8T. Stalling the full 8T is not necessary.

Make either a red cross or a dark cross T1. Kill over 4T.

If TF Yurisha spawns, stall for Ultraseven by piercing her void sparingly. Use Ultraseven the turn you bring TF Yurisha to super resolve. Mind her 5% execute.

If GYurisha spawns, maximize damage by matching additional dark combos and light TPAs. Kill over 12T.

If LYurisha spawns, kill over 7T.

PAD Academy (2022)

PAD Academy returns to Puzzle & Dragons for North America! This rerun introduces the new Academy Ina and Academy Tokugawa as well as color shift evolutions for Academy Valeria and Academy Kio! Dates: 05/09/22 – 05/22/22

Introduction

Two events reviewed in a row, shocking right? Welcome to the PAD Academy review, otherwise known as the, “Still making dark teams more overpowered somehow” seasonal event. 

As per usual, I am only going to write about what I think are the cards most people should look out for. In this case there are only 3 new cards, 1 of which is an orb skin, and 1 of which is tradeable. Most of the older stuff is extremely unremarkable in this seasonal. 

I always like to get this question out of the way fast, is this event worth rolling? NO, simple as that. Everything truly worth having in this event can either be traded for, or purchased as an orb skin. The mid rarity whale trap cards in this event are mediocre in comparison to some we have had in the recent past, and Academy Orochi sees very little use. Also unlike most other seasonals and GungHo original events where there are tons of orb skins, and most are worth owning multiples of, this event the skins are trash aside from the new one.

Nine Stars – Tradeable

Dark Dracoblader Freshman, Ina & Head of Student Guidance, Tokugawa Ieyasu

Going to break the rules of my reviews here, and just lump a seven star in with the nine stars. It truly is impossible for me to say anything about Ina without Tokugawa being part of it. 

Academy Ina, and Tokugawa are truly the highlights of this machine now. I find myself saying this all too often as of recent, but while the team they comprise is very strong, it is going to be a bit of a stretch to build optimally for new or non-paying players. 

Leading with Baran’s new evolution to give you a 7×6 board makes this team extremely capable, if not one of the fastest MD3 teams, which as of yet doesn’t really have many reliable fast teams. Ina having a 2 turn cooldown active, while Tokugawa only has a 3 turn, means that no matter which one you have, you can easily choose to lead swap either of them with Baran. It is also an extremely effective pairing for tackling most of the Sanctuary of the Gods content. 

Between the two of them they cover both Blind and Jammer, and have perfect leader synergy. Tokugawa brings the large (seven million) Auto Follow-up leader skill, and Ina brings the plus combo (two) leader skill. Both require ten or more dark orbs to be matched for activation, but that isn’t really an issue assuming you lead with baran for the 7×6 board. Ina unlocks your board and then after floor 4 makes you dark orbs, Tokugawa voids VDP and once again makes dark orbs. This means you have both 3 floors until floor 4, and then a 1 turn break in between both actives to find dark orbs. Fortunately basically every dark card these days seems to generate dark orbs on a tiny cooldown, so really just take your pick of which you like most for that dungeon. 

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I normally like to leave speculation out of my reviews, but I will just add a small note about Ina’s equips. The first is three jammers, with a skill boost and three turn haste active skill. This doesn’t seem like much, but really there have been very few haste actives over two turns that haven’t seen use at some point, and this one just appears very strong on the surface. However, this is speculation on my part because in my experience, research or discussions with other players, most can’t seem to find a good place for this to be used at the moment. That isn’t to say it won’t in the future. 

Her other equip is a cross awakening, with four poison. Cards with this much utility in the awakenings normally do not go completely unused, as there always arises a scenario where that combination of utility is useful. Unfortunately the cooldown on this one is very short, and the active skill is very restricted to dark teams, and not all that useful to dark teams even then. So it may never see use. 

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Tokugawa has two equips, both of which are very odd, but again potentially useful. One is very simple, two Team-HP, and two Team-RCV, with a single turn of void damage, and some auto recovery over four turns,  as the active. In this case, simple does not mean bad. The most simple equips done to the maximum of their simplicity are the ones that tend to live the longest. 

The other is an unbindable, and below eighty percent, and a Combo-Orb. The active skill is the exact same as the base monster. This means you have a very low cooldown VDP active skill that generates dark orbs, that alone would be enough utility for this to see some amount of use, but add on that it makes them unbindable, and it is even stronger. 

Academy Valeria

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Strangely most older seasonals tend to fall out of use sometime before their machine comes back around again, but that has never been the case with Valeria. She remains useful for wood teams year round. It turns out that if you pack seven skill boosts, a full resist, and a ton of damage on a card with an active skill that is useful in many scenarios, it keeps them around for a while. Not much more I can say about Valeria’s original Wood/Light form aside from, it was good before, it is still good for the exact same things she was before. 

If I say, Illusionary Artist, what is the first thing you think of? Atelie, right? That’s because she came out to a dungeon that was made for rainbow teams, and subs that were desperately starving for a lead to put them to work. What comes next? Kaishu. Fun Baran lead swaps, tons of great subs. You know who you likely don’t think of? Prim. Until now, we had no real reason to even consider her. The lead swap options for her we’re fairly mediocre, and she just felt like a lackluster version of Royal Oak, who himself is already on life support in the end game. 

Well fear no more, Blue Valeria is here to save the day for Prim. Now you have your perfect 7×6 lead. Great awakenings, paired with a moderately useful active skill, and a low cooldown, means you finally have a way to put your Prim to work. 

Her final use case is as a sub for Sea Wolf teams, she offers him the Blind Resist that most of his best subs don’t carry, freeing up team space elsewhere, as well as huge VDP damage.

Soccer Club’s Striker, Kio

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Unfortunately for Kio, his last run around the block saw him kneecapped due to our lack of Marvel collab, as he sorely needed Captain Marvel for his viability. Nowadays however, we have moved past Captain Marvel meta, and moved on to bigger and better things for Kio. The addition of another seven combo awakening, and VDP on his active skill has made him an extremely viable Daytona sub candidate. As with Baran from Dai recently, he is your makeshift second Halloween Cotton. Sadly for Kio, I think his days as a viable lead have long passed, but that isn’t to say it can’t be done. 

His dark form at first glance seems like it would be fairly interesting. It has a fairly unique set of awakenings, and an active skill that sees use on many other cards similar to him. Sadly however, for Dark Kio is that he just doesn’t quite cut it for almost any team. One turn of a Fujin active and a VDP on an eight turn cooldown is just not short enough in most late game scenarios. 

His equip retaining that same active skill, and also gaining some somewhat interesting resistances and movetime, means it will have a very niche, but still real use case on a very small number of teams. 

Seven Stars – The Seasonal Whale Trap Rarity

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This card is nothing new, or that we haven’t seen before. It does what so many other rainbow leads do, granted only requiring 3 colors not the full 5 to activate. That doesn’t make it any more exciting though. This active skill seems almost fully tailored to clear MD2. A three turn cooldown that clears unmatchable, in a dungeon that spams you with unmatchable status, is what we all want. 

Qilin pairs quite well with the likes of the new evolution of Dai, and Alexander. He is fairly restricted to leads that don’t need full rainbow for activation, and dungeons that require his specific brand of active skill. 

The tragedy for Qilin however, is that she is the new card added to this seasonal that you can’t trade for, or buy as an orb skin. So if you want her it is going to likely require a great deal of whaling, which if you aren’t a heavy spender, you absolutely should not be doing. This card is fun, and strong, but not worth the money it would require you to obtain. At best just lead pair with one owned by the whales on your friend list.

Honorable Mentions

I will briefly just touch on two of the eight stars, as I think almost all of them are basically un-needed to anyone’s box. Firstly is Academy Orochi, this should be fairly obvious by now. A card that is a four turn delay with a skill boost and some resists should scream, “Trade for me!” to anyone that sees it. Second, and last for this review, is Yog-Sothoth equip. It has a decent bit of utility for teams that fall in to the colors the active skill creates. If this seems like something you might want in your box, pick one up, the trade fodder for these eight stars is very lenient.

Well that’s two reviews in a row, what if I shoot for three? See ya round, folks.

Dimension of the Mystic 4 (MD4)

MD4 is the fourth entry into the Mysterious Dimension series in the Technical Dungeon section of Puzzle and Dragons. It was released on May 6th, 2022 and is associated with the Zeroth Title Challenge. Credits to Toes T. Toes and ShadowInfinity99 for the Floor Description.


Budget Raffine by Riolutail – Guide Mentioned in Video

Floor Guides

Ctrl-F’able Google Doc ||| Ctrl-F’able Pastebin

Notable Mechanics: 

Jammer, blind, poison, tape, cloud, jammer skyfall, sticky blind skyfall, bind, awoken bind, unmatchable, skill bind, TE debuff, RCV debuff, HP debuff, locks, locked skyfall, void shield, damage absorb shield, combo absorb shield, full boards, leader swap, spinners

HP Thresholds: Soft check: 10% gravity+850,010 DMG, Hard check: 1,275,015 DMG

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

Super Ruby Dragon: 5B HP, 500M DEF, 1T Timer, R/x, Enhanced

50% resolve

Drops Super Ruby Dragon

Preemptive: 99% gravity

Moveset:

  • T1-5: change to random attribute, 260,000 DMG
  • T6+: 13,000,000 DMG (5 hits)
  • When 1 spawn remains: enrage to 999T 1000% DMG

Super Sapphire Dragon: 5B HP, 500M DEF, 1T Timer, B/x, Enhanced

50% resolve

Drops Super Sapphire Dragon

Preemptive: 6T skill bind

Moveset:

  • T1-5: change to random attribute, 260,000 DMG
  • T6+: 13,000,000 DMG (5 hits)
  • When 1 spawn remains: enrage to 999T 1000% DMG

Super Emerald Dragon: 5B HP, 500M DEF, 1T Timer, G/x, Enhanced

50% resolve

Drops Super Emerald Dragon

Preemptive: 6T full team bind

Moveset:

  • T1-5: change to random attribute, 260,000 DMG
  • T6+: 13,000,000 DMG (5 hits)
  • When 1 spawn remains: enrage to 999T 1000% DMG

Super Gold Dragon: 5B HP, 1B DEF, 1T Timer, L/x, Enhanced

50% resolve

Drops Super Gold Dragon

Preemptive: 6T status immunity

Moveset:

  • T1-5: change to random attribute, 235,000 DMG
  • T6+: 11,750,000 DMG (5 hits)
  • When 1 spawn remains: enrage to 999T 1000% DMG

Super Metal Dragon: 5B HP, 1B DEF, 1T Timer, D/x, Enhanced

50% resolve

Drops Super Metal Dragon

Preemptive: 6T status immunity

Moveset:

  • T1-5: change to random attribute, 235,000 DMG
  • T6+: 11,750,000 DMG (5 hits)
  • When 1 spawn remains: enrage to 999T 1000% DMG

Super Wood Samurai Ogre: 10B HP, 1B DEF, 1T Timer, R/G, Physical/Devil

50% super resolve

Preemptive: 1T 200% DMG

Moveset:

  • Each odd turn: change to random attribute, 450,040 DMG (900,080 DMG after enrage)
  • Each even turn: 1T 200% DMG
  • T6+: 22,502,000 DMG (5 hits)

Super Blazing Ice Ogre: 10B HP, 1B DEF, 1T Timer, B/R, Physical/Devil

50% super resolve

Preemptive: change to random attribute, 400,040 DMG

Moveset:

  • Each odd turn: 1T leader swap (else 400,040 DMG)
  • Each even turn: change to random attribute, 400,040 DMG
  • T6+: 20,002,000 DMG (5 hits)

Super Flame Fighter: 14B HP, 500M DEF, 1T Timer, R/x, Balanced

50% super resolve

Preemptive: 6T -50% RCV

Moveset:

  • T1-5: random 3 fire orb gen, 155,020 DMG
  • T6+: 7,751,000 DMG (5 hits)
  • When 3 or less spawns remain: enrage to 999T 1000% DMG

Super Aqua Fighter: 14B HP, 500M DEF, 1T Timer, B/x, Balanced

50% super resolve

Preemptive: 6T -50% TE

Moveset:

  • T1-5: random 3 water orb gen, 155,020 DMG
  • T6+: 7,751,000 DMG (5 hits)
  • When 3 or less spawns remain: enrage to 999T 1000% DMG

Super Earth Fighter: 14B HP, 500M DEF, 1T Timer, G/x, Balanced

50% super resolve

Preemptive: 3T top row cloud

Moveset:

  • T1-5: random 3 wood orb gen, 155,020 DMG
  • T6+: 7,751,000 DMG (5 hits)
  • When 3 or less spawns remain: enrage to 999T 1000% DMG

Super White Fighter: 14B HP, 1B DEF, 1T Timer, L/x, Balanced

50% super resolve

Preemptive: 3T bottom row tape

Moveset:

  • T1-5: random 3 light orb gen, 155,020 DMG
  • T6+: 7,751,000 DMG (5 hits)
  • When 3 or less spawns remain: enrage to 999T 1000% DMG

Super Black Fighter: 14B HP, 1B DEF, 1T Timer, D/x, Balanced

50% super resolve

Moveset:

  • T1-5: random 3 dark orb gen, 180,020 DMG
  • T6+: 9,001,000 DMG (5 hits)
  • When 3 or less spawns remain: enrage to 999T 1000% DMG

Super Red Shieldra: 7.5B HP, 1B DEF, 1T Timer, R/x, Physical/Healer

50% resolve

Preemptive: 5T 1 random R/B/G/L/D unmatchable

Moveset:

  • T1-5: random 5 fire orb gen, 203,000 DMG
  • T6+: 10,150,000 DMG (5 hits)
  • When 2 or less spawns remain: enrage to 999T 1000% DMG

Super Blue Shieldra: 7.5B HP, 1B DEF, 1T Timer, B/x, Physical/Healer

50% resolve

Preemptive: 2T heart unmatchable

Moveset:

  • T1-5: random 5 water orb gen, 203,000 DMG
  • T6+: 10,150,000 DMG (5 hits)
  • When 2 or less spawns remain: enrage to 999T 1000% DMG

Super Green Shieldra: 7.5B HP, 1B DEF, 1T Timer, G/x, Physical/Healer

50% resolve

Preemptive: 2T awoken bind

Moveset:

  • T1-5: random 5 wood orb gen, 203,000 DMG
  • T6+: 10,150,000 DMG (5 hits)
  • When 2 or less spawns remain: enrage to 999T 1000% DMG

Super Light Shieldra: 7.5B HP, 1.5B DEF, 1T Timer, L/x, Physical/Healer

50% resolve

Preemptive: 6T 2,000,000,000 absorb shield

Moveset:

  • T1-5: random 5 light orb gen, 300,620 DMG
  • T6+: 15,031,000 DMG (5 hits)
  • When 2 or less spawns remain: enrage to 999T 1000% DMG

Super Purple Shieldra: 7.5B HP, 1.5B DEF, 1T Timer, D/x, Physical/Healer

50% resolve

Preemptive: 6T 2,000,000,000 absorb shield

Moveset:

  • T1-5: random 5 dark orb gen, 300,620 DMG
  • T6+: 15,031,000 DMG (5 hits)
  • When 2 or less spawns remain: enrage to 999T 1000% DMG

Super Shynee: 5B HP, 2B DEF, 1T Timer, L/L, Healer

50% resolve

Preemptive: 6T 2,000,000,000 void shield

Moveset:

  • T1-5: random orb attribute to light, 300,620 DMG
  • T6+: 15,031,000 DMG (5 hits)
  • When 2 or less spawns remain: enrage to 999T 1000% DMG

Super Volcano Dragon: 15B HP, 1.5B DEF, 1T Timer, R/R, Dragon/Balanced

50% super resolve

Drops Super Volcano Dragon Gem

Preemptive: 1T 2,000,000,000 damage absorb shield

Moveset:

  • <50% (single-use) (one action):
    • More than 1 spawn remains: 1T 10c combo shield
    • 1 spawn remains: 5T 50% DMG reduction, 1T assist bind
  • T1: 5T 300% DMG
  • T2-5: change to random attribute, 253,000 DMG (759,000 DMG after enrage)
  • T6+: 12,650,000 DMG (5 hits)

Super Baddie: 5B HP, 2B DEF, 1T Timer, D/D, Devil

50% resolve

Preemptive: 6T 9c combo shield

Moveset:

  • T1-5: random orb attribute to dark, 300,620 DMG
  • T6+: 15,031,000 DMG (5 hits)
  • When 2 or less spawns remain: enrage to 999T 1000% DMG

Super Reincarnated Leilan: 14B HP, 500M DEF, 1T Timer, R/x, God/Attacker/Physical

50% resolve

Preemptive: 999T status immunity, 3T +25% R/J skyfall, 1T 9c combo shield

Moveset:

  • <50% (single-use): 5T locked fire skyfall, 1T 10c combo shield, full R/G/L board, 505,000 DMG
  • <3%: full R/G/L board, 5,050,000 DMG
  • T1-3 (one action): 
    • 1T 8c combo shield, change random orb attribute to fire, 505,000 DMG
    • 1T 9c combo shield, full R/G/L board, 505,000 DMG
  • T4: change to light attribute, 505,000 DMG
  • T5 (one action):
    • 1T 8c combo shield, change random orb attribute to fire, 505,000 DMG
    • 1T 9c combo shield, full R/G/L board, 505,000 DMG
  • T6+: 1T awoken bind, 25,250,000 DMG (5 hits)

Super Reincarnated Karin: 14B HP, 500M DEF, 1T Timer, B/x, God/Dragon/Attacker

50% resolve

Preemptive: 999T status immunity, 3T +25% B/J skyfall, 6T 3,000,000,000 void shield

Moveset:

  • <50% (single-use): 5T locked water skyfall, 1T 8c combo shield, full B/G/D board, 505,000 DMG
  • <3%: full B/G/D board, 5,050,000 DMG
  • T1-3 (one action): 
    • 1T 6c combo shield, 606,000 DMG
    • 1T 7c combo shield, 530,250 DMG (3 hits)
  • T4: change to light attribute, 505,000 DMG
  • T5 (one action):
    • 1T 6c combo shield, 606,000 DMG
    • 1T 7c combo shield, 530,250 DMG (3 hits)
  • T6+: 1T awoken bind, 25,250,000 DMG (5 hits)

Super Reincarnated Meimei: 1B HP, 1B DEF, 1T Timer, G/x, God/Physical/Attacker

50% resolve

Preemptive: 999T status immunity, 3T +25% G/J skyfall, 1T 90% DMG reduction

Moveset:

  • <3%: full G/L/D board, 505,000 DMG
  • T1 (one action):
    • >50%: 5T 90% DMG reduction, 5T locked wood skyfall, full G/L/D board, 505,000 DMG
    • <50%: 5T 80% DMG reduction, 5T top row tape, full G/L/D board, 505,000 DMG
  • T2-3 (one action):
    • 1T 3,000,000,000 void shield, 631,250-883,750 DMG (5-7 hits)
    • 1T 3,000,000,000 void shield, 505,000 DMG, rows 1 and 5 heart gen
  • T4: change to dark attribute, 505,000 DMG
  • T5 (one action):
    • 1T 3,000,000,000 void shield, 631,250-883,750 DMG (5-7 hits)
    • 1T 3,000,000,000 void shield, 505,000 DMG, rows 1 and 5 heart gen
  • T6+: 1T awoken bind, 25,250,000 DMG (5 hits)

Mega Awoken Blue Dragon Caller, Sonia Clea: 15B HP, 1B DEF, 1T Timer, B/D, Dragon

50% resolve

Preemptive: 999T status immunity, 3T random 3×2 cloud, 300% gravity

Moveset:

  • <50% (single-use): 3T +25% jammer skyfall, 3T 3,000,000,000 void shield, full B/D board, 552,500 DMG
  • <3%: 5,525,000 DMG (5 hits)
  • T1-3 (one action):
    • Columns 2 and 5 D/J gen, change random orb attribute to water, 552,500 DMG (2 hits)
    • Columns 2 and 5 B/J gen, change random orb attribute to dark, 552,500 DMG (2 hits)
  • T4: change to dark attribute, 552,500 DMG
  • T5 (one action): 
    • Columns 2 and 5 D/J gen, change random orb attribute to water, 552,500 DMG (2 hits)
    • Columns 2 and 5 B/J gen, change random orb attribute to dark, 552,500 DMG (2 hits)
  • T6+: 1T awoken bind, 27,625,000 DMG (5 hits)

Mega Awoken Green Dragon Caller, Sonia Fio: 15B HP, 1B DEF, 1T Timer, G/D, Dragon

50% resolve

Preemptive: 999T status immunity, 3T leftmost and rightmost columns tape, 300% gravity

Moveset:

  • <50% (single-use): 3T +25% jammer skyfall, 3T 9c combo shield, full G/D board, 552,500 DMG
  • <3%: 5,525,000 DMG (5 hits)
  • T1-3 (one action):
    • Columns 1 and 6 G/H gen, rows 1 and 5 poison orb gen, 552,500 DMG (2 hits)
    • Columns 3 and 4 G/H gen, rows 1 and 5 jammer orb gen, 552,500 DMG (2 hits)
  • T4: change to dark attribute, 552,500 DMG
  • T5 (one action): 
    • Columns 1 and 6 G/H gen, rows 1 and 5 poison orb gen, 552,500 DMG (2 hits)
    • Columns 3 and 4 G/H gen, rows 1 and 5 jammer orb gen, 552,500 DMG (2 hits)
  • T6+: 1T awoken bind, 27,625,000 DMG (5 hits)

Super Reincarnated Hino Kagutsuchi: 20B HP, 600M DEF, 1T Timer, R/D, God/Dragon/Physical

50% resolve

Preemptive: 999T status immunity, 6T 3,000,000,000 void shield, full board lock

Moveset

  • <50% (single use): 1T 8c combo shield, full locked poison board, 570,700 DMG
  • <3%: 5,707,000 DMG (10 hits)
  • T1-5 (one action):
    • 1T 6c combo shield, rows 1 and 5 R/J gen, 570,700 DMG
    • 1T 7c combo shield, rows 1 and 2 R/H gen, 570,700 DMG
  • T6+: 1T awoken bind, 28,535,000 DMG (5 hits)

Super Reincarnated Viper Orochi: 20B HP, 600M DEF, 1T Timer, B/D, God/Dragon/Physical

50% resolve

Preemptive: 999T status immunity, full locked R/B/G/L/D board, 570,700 DMG

Moveset:

  • <3%: 2,967,640 DMG (8 hits)
  • T1 (one action):
    • >50%: 999T 150% DMG, full locked R/B/G/L/D board, 570,700 DMG (856,050 DMG after enrage)
    • <50%: 1T 800% DMG, full locked R/B/G/L/D board
  • T2-5 (one action):
    • Full R/B/G/L/D/H/J/P board, 15 orb lock, 570,700 DMG (856,050 DMG or 4,565,000 DMG after enrage)
    • Full R/B/G/L/D/H board, 15 orb lock, 570,700 DMG (856,050 DMG or 4,565,000 DMG after enrage)
  • T6+: 1T awoken bind, 28,535,000 DMG (42,802,500 DMG after enrage) (5 hits)

Super Reincarnated Indra: 18B HP, 600M DEF, 1T Timer, L/B, God/Attacker/Dragon

50% resolve

Preemptive: (one action):

  • If J/P exist: J/P > H, 2,835,500 DMG
  • If J/P do not exist: R/B/G/L/D > H/J, 570,700 DMG

Moveset: 

  • <3%: 5,707,000 DMG (10 hits)
  • T1 (one action):
    • >99%: 999T status immunity, 5T 10c combo shield, full H/J board, 570,700 DMG
    • 51-99%: 999T status immunity, 1T -100% RCV, full H/J board, 570,700 DMG
    • <50%: 999T status immunity, cleanse player buffs, full H/J board, 570,700 DMG
  • T2-5 (one action):
    • Columns 3 and 4 H/J gen, heart lock, 570,700 DMG (2 hits)
    • Columns 1 and 6 H/P gen, heart lock, 570,700 DMG  (2 hits)
  • T6+: 1T awoken bind, 28,535,000 DMG (5 hits)

Super Reincarnated Vritra: 18B HP, 600M DEF, 1T Timer, D/G, God/Dragon/Devil

50% resolve

Preemptive: 999T status immunity, 6T +25% sticky blind skyfall, full dark board, 570,700 DMG

Moveset:

  • <50% (single use): 5T 3,000,000,000 void shield, 5T 50% DMG reduction, 300% gravity
  • <3%: 2000% gravity
  • T1-5 (one action):
    • 4 1T 1s spinners, 564,993 DMG (3 hits)
      • X _ _ _ _ X
        _ _ _ _ _ _
        _ _ _ _ _ _
        _ _ _ _ _ _
        X _ _ _ _ X
      • X _ _ _ _ _ X
        _ _ _ _ _ _ _
        _ _ _ _ _ _ _
        _ _ _ _ _ _ _ 
        _ _ _ _ _ _ _
        X _ _ _ _ _ X
    • Full board lock, 564,993 DMG (3 hits)
  • T6+: 1T awoken bind, 28,535,000 DMG (5 hits)

Mega Awoken Blue Dragonbound, Ryune: 20B HP, 1B DEF, 1T Timer, B/D, Dragon

50% resolve

Preemptive: 999T status immunity, 6T 3,000,000,000 void shield, 3 1T 1s spinners

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

Moveset:

  • <3%: 6,030,000 DMG (4 hits)
  • T1 (one action):
    • >99%: 999T 9c combo shield, 3 1T 0.5s spinners, 1T 1×5 cloud, 603,000 DMG
      • _ _ _ _ _ _
        _ X _ _ _ _
        _ _ _ _ _ _
        _ X _ _ X _
        _ _ _ _ _ _
      • _ _ _ _ _ _ _
        _ X _ _ _ _ _
        _ _ _ _ _ _ _
        _ _ _ _ _ _ _ 
        _ X _ _ _ X _
        _ _ _ _ _ _ _
  • <99%: 999T 8c combo shield, 3 1T 0.5s spinners, 1T 6×1 cloud, 603,000 DMG
    • _ _ _ _ _ _
      _ X _ _ X _
      _ _ _ _ _ _
      _ _ _ _ X _
      _ _ _ _ _ _
    • _ _ _ _ _ _ _
      _ X _ _ _ X _
      _ _ _ _ _ _ _
      _ _ _ _ _ _ _ 
      _ _ _ _ _ X _
      _ _ _ _ _ _ _
  • T2-3 (one action):
    • 3 1T 1s spinners, 1T 6×1 cloud, 603,000 DMG
      • _ _ _ _ _ _
        _ _ _ _ X _
        _ _ _ _ _ _
        _ X _ _ X _
        _ _ _ _ _ _
      • _ _ _ _ _ _ _
        _ _ _ _ _ X _
        _ _ _ _ _ _ _
        _ _ _ _ _ _ _ 
        _ X _ _ _ X _
        _ _ _ _ _ _ _
  • 3 1T 1s spinners, 1T 1×5 cloud, 603,000 DMG
    • _ _ _ _ _ _
      _ X _ _ X _
      _ _ _ _ _ _
      _ X _ _ _ _
      _ _ _ _ _ _
    • _ _ _ _ _ _ _
      _ X _ _ _ X _
      _ _ _ _ _ _ _
      _ _ _ _ _ _ _ 
      _ X _ _ _ _ _
      _ _ _ _ _ _ _
  • T4: change to dark attribute, 603,000 DMG
  • T5 (one action):
    • 3 1T 1s spinners, 1T 6×1 cloud, 603,000 DMG
      • _ _ _ _ _ _
        _ _ _ _ X _
        _ _ _ _ _ _
        _ X _ _ X _
        _ _ _ _ _ _
      • _ _ _ _ _ _ _
        _ _ _ _ _ X _
        _ _ _ _ _ _ _
        _ _ _ _ _ _ _ 
        _ X _ _ _ X _
        _ _ _ _ _ _ _
  • 3 1T 1s spinners, 1T 1×5 cloud, 603,000 DMG
    • _ _ _ _ _ _
      _ X _ _ X _
      _ _ _ _ _ _
      _ X _ _ _ _
      _ _ _ _ _ _
    • _ _ _ _ _ _ _
      _ X _ _ _ X _
      _ _ _ _ _ _ _
      _ _ _ _ _ _ _ 
      _ X _ _ _ _ _
      _ _ _ _ _ _ _
  • T6+: 1T awoken bind, 30,150,000 DMG (5 hits)

Mega Awoken Green Dragonbound, Sylvie: 20B HP, 1B DEF, 1T Timer, G/L, Dragon

50% resolve

Preemptive: 999T status immunity, 6T 8c combo shield, 6-7 1T 1s spinners

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

Moveset:

  • <3%: 6,030,000 DMG (4 hits)
  • T1 (one action):
    • >50%: 6-7 1T 0.5s spinners, 1T top and bottom row tape, 3T +25% sticky blind skyfall, 603,000 DMG
      • _ _ _ _ _ _
        _ _ _ X X X
        _ _ _ _ _ _
        X X X _ _ _
        _ _ _ _ _ _
      • _ _ _ _ _ _ _
        _ _ _ X X X X
        _ _ _ _ _ _ _
        _ _ _ _ _ _ _ 
        X X X _ _ _ _
        _ _ _ _ _ _ _
  • <50%: 6-7 1T 0.5s spinners, 1T left and right column tape, 1T +100% locked skyfall, 603,000 DMG
    • _ _ _ _ _ _
      X X X _ _ _
      _ _ _ _ _ _
      _ _ _ _ _ _
      _ _ _ X X X
    • _ _ _ _ _ _ _
      X X X _ _ _ _
      _ _ _ _ _ _ _
      _ _ _ _ _ _ _ 
      _ _ _ _ _ _ _
      _ _ _ X X X X
  • T2-3 (one action):
    • 6-8 1T 1s spinners, 10 orb lock, 603,000 DMG
      • _ _ X _ _ _
        _ _ X _ _ _
        X _ X _ _ _
        X _ _ _ _ _
        X _ _ _ _ _
      • _ _ X _ _ _ _
        _ _ X _ _ _ _
        X _ X _ _ _ _
        X _ X _ _ _ _ 
        X _ _ _ _ _ _
        X _ _ _ _ _ _
  • 6-12 1T 1s spinners, 10-17 orb sticky blind, 603,000 DMG
    • _ _ _ X _ _
      _ _ _ X _ _
      _ _ _ X _ X
      _ _ _ _ _ X
      _ _ _ _ _ X
    • _ _ _ X X _ _
      _ _ _ X X _ _
      _ _ _ X X _ X
      _ _ _ X X _ X 
      _ _ _ _ _ _ X
      _ _ _ _ _ _ X
  • T4: change to light attribute, 603,000 DMG
  • T5 (one action):
    • 6-8 1T 1s spinners, 10 orb lock, 603,000 DMG
      • _ _ X _ _ _
        _ _ X _ _ _
        X _ X _ _ _
        X _ _ _ _ _
        X _ _ _ _ _
      • _ _ X _ _ _ _
        _ _ X _ _ _ _
        X _ X _ _ _ _
        X _ X _ _ _ _ 
        X _ _ _ _ _ _
        X _ _ _ _ _ _
  • 6-12 1T 1s spinners, 10-17 orb sticky blind, 603,000 DMG
    • _ _ _ X _ _
      _ _ _ X _ _
      _ _ _ X _ X
      _ _ _ _ _ X
      _ _ _ _ _ X
    • _ _ _ X X _ _
      _ _ _ X X _ _
      _ _ _ X X _ X
      _ _ _ X X _ X 
      _ _ _ _ _ _ X
      _ _ _ _ _ _ X
  • T6+: 1T awoken bind, 30,150,000 DMG (5 hits)

Mega Awoken Black Dragonbound Typhon: 20B HP, 1B DEF, 1T Timer, D/R, Dragon/Attacker

50% resolve

Preemptive: 999T status immunity, 3 random 6T 1s spinners, full poison board, 603,000 DMG

Moveset: 

  • <3%: 6,030,000 DMG (4 hits)
  • T1 (one action):
    • >50%: 1T awoken bind, 5T 50% DMG reduction, full poison board, 603,000 DMG
    • <50%: 1T awoken bind, 5T 150% DMG, full jammer board, 603,000 DMG
  • T2-3 (one action):
    • 2 random 1T 1s spinners, full D/P board, 603,000 DMG
    • 2 random 1T 1s spinners, full D/J board, 603,000 DMG
  • T4: change to dark attribute, 603,000 DMG
  • T5 (one action):
    • 2 random 1T 1s spinners, full D/P board, 603,000 DMG
    • 2 random 1T 1s spinners, full D/J board, 603,000 DMG
  • T6+: 1T awoken bind, 30,150,000 DMG (5 hits)

Mega Awoken Sunset God, Aten: 20B HP, 1B DEF, 4T Timer, L/R, God/Balanced

1% super resolve

Preemptive: 999T status immunity, 4T 3,000,000,000 void shield, 4T +20% light skyfall

Moveset:

  • <1% (single use): timer haste to 1T, cleanse player buffs (else 641,000 DMG), 1T awoken bind, 99T Leader/Helper haste
  • T1-5: 6,410,000 DMG (5 hits)
  • T6+: 1T awoken bind, 32,050,000 DMG (5 hits)

Super Reincarnated Seraph Lucifer: 1B,100 HP, 2B DEF, 1T Timer, D/L, God/Devil/Attacker

1% super resolve

Preemptive: 999T status immunity, 6T +15% R/B/G skyfall, full D/H/J board, 641,000 DMG

Moveset:

  • <1%: 
    • T1: 1T +100% heart skyfall, 1T awoken bind, 1T full team bind, 1T NoSF, full L/D board
    • T2 (one action):
      • If no orbs remain: 3T full team haste, suicide
      • If orbs remain: L/D > H, 6,410,000 DMG
    • T3+: 6,730,500 DMG (3 hits)
  • >1%:
    • T1-5 (one action):
      • 1T 90% DMG reduction, columns 1 and 6 D/H gen, 641,000 DMG
      • 1T 95% DMG reduction, columns 1 and 2 D/H gen, 641,000 DMG
    • T6+: 1T awoken bind, 32,050,000 DMG (5 hits)

Mega Awoken Judging Scale Goddess, Eschamali: 18B HP, 1.5B DEF, 1T Timer, D/L, Machine/God/Healer

50% resolve

Preemptive: 999T status immunity, 6T 9c combo shield, 4T +20% dark skyfall

Moveset:

  • <50% (single use): 1T awoken bind, 1T 10 orb sticky blind, random fixed starting position, 641,000 DMG
  • <3%: 6,410,000 DMG (5 hits)
  • T1-5 (one action):
    • 1T bottom row tape, 1T full team haste, 641,000 DMG
    • 1T 6×1 cloud, 1T Leader/Helper haste, 641,000 DMG
  • T6+: 1T awoken bind, 32,050,000 DMG (5 hits)

Super Reincarnated Sakuya: 10B HP, 800M DEF, 1T Timer, L/B, God/Dragon/Balanced

50% resolve

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

Preemptive: 6T 2,000,000,000 damage absorb shield, 1T -75% TE, 1T +100% locked skyfall

Moveset:

  • <50% (single use): 999T status immunity, 3T -50% TE, 1T 6×2 cloud, 662,000 DMG
  • T1-5 (one action):
    • Column 1 light gen, column 6 water gen, 1T 2×2 cloud, 662,000 DMG (2 hits)
    • Column 1 water gen, column 6 light gen, 1T bottom row tape, 662,000 DMG (2 hits)
  • T6+: 1T awoken bind, 33,100,000 DMG (5 hits)

Super Reincarnated Haku: 10B HP, 800M DEF, 1T Timer, D/x, God/Healer/Attacker

50% resolve

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

Preemptive: 6T 2,000,000,000 damage absorb shield, 1T -100% RCV, 1T +30% sticky blind skyfall

Moveset:

  • T1-5 (one action):
    • 99% gravity, 1T 10-17 orb sticky blind, 331,000 DMG
    • 99% gravity, full R/B/D board, 331,000 DMG
  • T6+: 1T awoken bind, 33,100,000 DMG (5 hits)

Mega Awoken Great Duke of Hell, Dantalion: 12B HP, 0 DEF, 1T Timer, R/B, Devil/Balanced

50% resolve

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

Preemptive: 3T 2,000,000,000 damage absorb shield, 3T NoSF, 3T +30% sticky blind skyfall

Moveset:

  • T1-2 (one action):
    • Rows 1 and 2 B/J gen, columns 3 and 4 R/H gen, 680,000 DMG (2 hits)
    • Rows 4 and 5 R/P gen, columns 3 and 4 B/H gen, 680,000 DMG (2 hits)
  • T3: 999T status immunity, 3T 3,000,000,000 void shield, 3T 17 orb sticky blind
  • T4: change to dark attribute, 680,000 DMG
  • T5 (one action):
    • Rows 1 and 2 B/J gen, columns 3 and 4 R/H gen, 680,000 DMG (2 hits)
    • Rows 4 and 5 R/P gen, columns 3 and 4 B/H gen, 680,000 DMG (2 hits)
  • T6+: 1T awoken bind, 34,000,000 DMG (5 hits)

Mega Awoken Protecting Vials Goddess, Scheat: 12B HP, 0 DEF, 1T Timer, B/R, Machine/God

50% resolve

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

Preemptive: 6T 2,000,000,000 damage absorb shield, 1T 3×2 cloud, full board lock, 680,000 DMG

Moveset:

  • <50% (single use): 999T status immunity, 1T 50% DMG reduction, 1T 500% DMG
  • T1-3 (one action):
    • 1T 2×3 cloud, 10 orb lock, 680,000 DMG (3,400,000 DMG after enrage)
    • 1T 3×2 cloud, 734,400 DMG (3,672,000 DMG after enrage)
  • T4: change to light attribute, 680,000 DMG
  • T5 (one action):
    • 1T 2×3 cloud, 10 orb lock, 680,000 DMG (3,400,000 DMG after enrage)
    • 1T 3×2 cloud, 734,400 DMG (3,672,000 DMG after enrage) (6 hits)
  • T6+: 1T awoken bind, 34,000,000 DMG (5 hits)

Mega Awoken Sun Dragon Caller, Kanna: 12B HP, 1B DEF, 1T Timer, L/L, Dragon/God/Attacker

50% resolve

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

Preemptive: 6T 2,000,000,000 damage absorb shield, 1T +100% locked skyfall, full board lock, 680,000 DMG

Moveset:

  • <50% (single use): 999T status immunity, 1T awoken bind, full board lock, 680,000 DMG
  • T1: 1T +30% fire skyfall, 1T +100% locked fire skyfall, 680,000 DMG
  • T2: 1T +30% water skyfall, 1T +100% locked water skyfall, 680,000 DMG
  • T3: 1T +30% wood skyfall, 1T +100% locked wood skyfall, 680,000 DMG
  • T4: 1T +30% light skyfall, 1T +100% locked light skyfall, 680,000 DMG
  • T5: 1T +30% dark skyfall, 1T +100% locked dark skyfall, 680,000 DMG
  • T6+: 1T awoken bind, 34,000,000 DMG (5 hits)

Mega Awoken Primordial Divinity, Kamimusubi: 26B HP, 1.8B DEF, 2T Timer, D/R, God/Healer

50% resolve

Preemptive: 999T status immunity, 2T 50% max HP lock, 2T heart unmatchable, 490,000 DMG

Moveset:

  • <50% (single use): 4T 50% DMG reduction, 2T 50% max HP lock, change to random attribute, 700,000 DMG
  • <3%: 7,000,000 DMG (5 hits)
  • T1-5 (one action):
    • 2T 50% max HP lock, 2T fire unmatchable, change to random attribute, 700,000 DMG
    • 2T 50% max HP lock, 2T water unmatchable, change to random attribute, 700,000 DMG
    • 2T 50% max HP lock, 2T wood unmatchable, change to random attribute, 700,000 DMG
    • 2T 50% max HP lock, 2T light unmatchable, change to random attribute, 700,000 DMG
    • 2T 50% max HP lock, 2T dark unmatchable, change to random attribute, 700,000 DMG
  • T6+: 1T awoken bind, 35,000,000 DMG (5 hits)

Mega Awoken Blazing Goddess, Macha: 22B HP, 1.8B DEF, 1T Timer, R/D, God/Attacker

50% resolve

Preemptive: 999T status immunity, 2T 150% DMG, 1T leader swap (else 700,000 DMG)

Moveset:

  • <3%: 7,000,000 DMG (5 hits)
  • T1: Change to random attribute, 1T 8c combo shield, full board lock, 700,000 DMG (1,050,000 DMG after enrage)
  • T2: Change to random attribute, 1T 9c combo shield, 1T +100% locked skyfall, 700,000 DMG (1,050,000 DMG after enrage)
  • T3: 1T 500% DMG, 1T 14c combo shield, 1T 6×5 > 7×6 (else 700,000 DMG (3,500,000 DMG after enrage))
  • T4: 1T 9c combo shield, 1T 7×6 > 6×5 (else 700,000 DMG)
  • T5: 1T 14c combo shield, 1T 6×5 > 7×6 (else 700,000 DMG)
  • T6+: 1T awoken bind, 35,000,000 DMG (5 hits)

Mega Awoken Ruining Goddess, Morrigu: 22B HP, 1.8B DEF, 1T Timer, D/B, God/Devil

50% resolve

Preemptive: 999T status immunity, 1T 25% max HP lock, 200% gravity

Moveset:

  • <3%: 7,000,000 DMG (5 hits)
  • T1: 1T 1% max HP lock, 300% gravity
  • T2: 2T 1M max HP lock, 1T 3,000,000,000 void shield, 1T -100% RCV
  • T3: 2T awoken bind, 2T full sub bind, 1,995,000 DMG (3 hits)
  • T4: change to random attribute, 99T Leader/Helper haste, cleanse player buffs (else 700,000 DMG)
  • T6+: 1T awoken bind, 35,000,000 DMG (5 hits)

Mega Awoken Yog-Sothoth, the Everlasting: 22B HP, 1.8B DEF, 1T Timer, L/x, Devil/Dragon

50% resolve

Preemptive: 999T status immunity, 6T 3,000,000,000 void shield, 4 random 1T 1s spinners

Moveset:

  • <50% (single use): 1T heart unmatchable, 4 random 1T 1s spinners, full L/H board, 700,000 DMG
  • <3%: 7,000,000 DMG (4 hits)
  • T1-5 (one action):
    • 3 random 1T 1s spinners, 1T 10-17 sticky blind orbs, 700,000 DMG
    • 3 random 1T 0.5s spinners, full L/H board, 700,000 DMG
  • T6+: 1T awoken bind, 35,000,000 DMG (5 hits)

One Born From Chaos: 9.5B HP, 3B DEF, 1T Timer, D/x, God

3% resolve

Preemptive: 4T status immunity, 10T +20% sticky blind skyfall, 999T 3,000,000,000 void shield, 4T assist bind

Moveset:

  • T1-4: countdown
  • T5: 7,500,700 DMG (5 hits)

One That Writhes In the Void: 20B HP, 0 DEF, 1T Timer, D/x, God/Devil

3% resolve

Preemptive: 999T status immunity, 6T +15% COrb skyfall, 1T 95% DMG reduction, 1T 15c combo shield

Moveset:

  • <3%: 1T awoken bind, 5000% gravity
  • T1: 90% DMG reduction, 14c combo shield, 100% gravity
  • T2: 85% DMG reduction, 13c combo shield, 150% gravity
  • T3: 80% DMG reduction, 12c combo shield, 200% gravity
  • T4: 75% DMG reduction, 11c combo shield, 300% gravity
  • T5: 50% DMG reduction, 10c combo shield, 500% gravity
  • T6+: 1T awoken bind, 5000% gravity

Zeroth Dimension Creator, Big Bang: 200B HP, 300M DEF, 1T Timer, D/L, God/Devil/Dragon

50% super resolve

Drops One Born From Chaos

Preemptive: 999T status immunity, 999T 3,000,000,000 void shield, 999T 7c combo shield, 99T +30% locked skyfall

Moveset: 

  • <50% (single use): 4 random 1T 0.5s spinners, full dark board, 1,275,015 DMG
  • <10%: 
    • T1: 999T 1000% DMG
    • T2: change to random attribute, 1T awoken bind, 1T skill bind, 8,500,100 DMG (5 hits)
  • Each third turn:
    • >50%: full R/B/G/L/D/H/J/P board, change to random attribute, 850,010 DMG
    • <50%: full R/B/G/L/D/H/J/P board, 10% gravity, change to random attribute, 850,010 DMG
  • Each first and second turn (one action):
    • >50% (one action):
      • Row 1 fire gen, 5% gravity, 2-3 1T 1s spinner, 850,010 DMG
        • _ _ _ _ _ _
          _ _ X _ _ _
          _ _ _ _ X _
          _ _ _ _ _ _
          _ _ _ _ _ _
        • _ _ _ _ _ _ _
          _ _ X _ _ _ _
          _ _ _ _ _ X _
          _ _ _ _ _ X _ 
          _ _ _ _ _ _ _
          _ _ _ _ _ _ _
  • Row 3 water gen, 6% gravity, 2-3 1T 1s spinner, 850,010 DMG
    • _ _ X _ _ _
      _ _ _ _ _ _
      _ _ _ _ _ _
      _ _ _ _ _ _
      _ _ _ X _ _
    • _ _ X _ _ _ _
      _ _ _ _ _ _ _
      _ _ _ _ _ _ _
      _ _ _ _ _ _ _ 
      _ _ _ _ _ _ _
      _ _ _ X X _ _
  • Row 5 wood gen, 7% gravity, 2-3 1T 1s spinner, 850,010 DMG
    • _ _ _ _ _ _
      _ _ _ _ _ _
      X _ _ _ _ _
      _ _ _ _ _ X
      _ _ _ _ _ _
    • _ _ _ _ _ _ _
      _ _ _ _ _ _ _
      X _ _ _ _ _ _
      X _ _ _ _ _ _ 
      _ _ _ _ _ _ X
      _ _ _ _ _ _ _
  • Row 2 light gen, 8% gravity, 2-3 1T 1s spinner, 850,010 DMG
    • _ _ _ _ _ _
      _ _ _ X _ _
      _ _ _ _ _ _
      _ _ X _ _ _
      _ _ _ _ _ _
    • _ _ _ _ _ _ _
      _ _ _ X X _ _
      _ _ _ _ _ _ _
      _ _ _ _ _ _ _ 
      _ _ X _ _ _ _
      _ _ _ _ _ _ _
  • Row 4 dark gen, 9% gravity, 2-3 1T 1s spinner, 850,010 DMG
    • _ _ _ _ _ _
      _ _ _ _ X _
      _ _ _ _ _ _
      _ _ _ X _ _
      _ _ _ _ _ _
    • _ _ _ _ _ _ _
      _ _ _ _ _ X _
      _ _ _ _ _ _ _
      _ _ _ _ _ _ _ 
      _ _ _ X X _ _
      _ _ _ _ _ _ _
  • <50% (one action):
    • Column 1 fire gen, fire lock, 850,010 DMG
    • Column 2 water gen, water lock, 850,010 DMG
    • Column 3 wood gen, wood lock, 850,010 DMG
    • Column 4 light gen, light lock, 850,010 DMG
    • Column 5 dark gen, dark lock, 850,010 DMG

Team Templates

Build Notes:

DFagan, VAstraea, and GValeria are flexible equips that provide 1 SB, 60% blind, 100% jammer, and enough HP to achieve the threshold of 85,001 HP (Sakuya > Kanna). Alternative equips include Minerva, BYog, and other combinations. Jammer resist is optimal but optional.

F1: Super Enhance Dragons

  • Transform both Raphines
  • Use Feygoran and Gojo
  • Single target and kill the Super Gold Dragon within 2T
  • Chip the remaining Super Enhance Dragons, spending 5-6T on F1

F2: Super Ogres

  • Transform Melty
  • Single target and kill the Super Wood Samurai Ogre
  • Transform one Raphine
  • Kill the Super Blazing Ice Ogre

F3: Super Fighters

  • Transform Raphine
  • Dark mass attack

F4: Super Shieldras

  • Use NY Reeche and Feygoran
  • Dark mass attack

F5: Super Slimes and Super Volcano Dragon

  • Single target the Super Volcano Dragon and bring to super resolve
  • Dark mass attack

F6: Chinese Celestials RBG

  • All spawns are killed by activating

F7: Mega Awoken Sonia

  • All spawns are killed by activating

F8: Japanese Pantheon 1 and Indian Pantheon 1

  • Use Gojo to counter each preemptive
    • Full combo Hino’s board
    • Full combo Orochi’s board, then full combo his second board
    • Activate off Indra’s board
    • Make two dark crosses on Vritra’s board, then activate on T2

F9: Dragonbounds

  • Kill Ryune with a 1R/1B/2G/2L/1D/1H solve
  • Kill Sylvie with a 1R/1B/1G/2L/1D/1H solve
  • Kill Typhon by activating

F10: Divinities 1

  • Aten
    • Use Raphine
    • Bring to super resolve
    • Use DFagan and Amaj, stall 1T
    • Kill by activating
  • Lucifer
    • Kill by activating
  • Eschamali
    • Kill by activating

F11: Chinese Celestials LD

  • Sakuya
    • Use Raphine and NY Reeche
    • Heal to full to survive Sakuya > Kanna interaction
  • Haku
    • Use NY Reeche, make 1 R/D cross

F12: Divinities 2

  • Dantalion
    • Make 1 R/D cross
  • Scheat
    • Use DAten
  • Kanna
    • Use DAten

F13: Divinities 3

  • Kamimusubi
    • Use Feygoran
    • Kill in 2 shots
  • Macha
    • Kill by activating
  • Morrigu
    • Kill by activating
  • Yog Sothoth
    • Kill Yog with a 2R/1B/3G/1L/1D/1H solve

F14: One Born From Chaos

  • Make 4 R/D crosses over 3T
  • Kill by T4

F15: One That Writhes In the Void

  • Kill within 6T, match extra B/G/L to increase damage

F16: Zeroth Dimension Creator, Big Bang

  • Heal to full before 50%
  • Have Feygoran/NY Reeche/VAstraea/Gojo ready for the full dark board
No Melty! by SGT502
BiraPAD’s Raffine/Raffine

Guide by Riolutail

note: if raffine is mentioned its for fixing a time debuff otherwise system her

f1: belial > raffine > 2T stall > 5dra > 2T stall > Atelies
f2: amaj
f3: raffine
f4: blalbrecht > stall if needed > akine
f5: atelie
f6(Karin): atelie
f7: no comment
f8(hino): atelie
f8(orochi): atelie
f8(vritra): atelie/akine > 2 B/L crosses > BCecilia if needed
f9(ryune): stall if needed > atelie
f9(sylvie): keep in mind spinner spam
f10(aten): atelie > break SR > amakozumi > 10dra > atelie
f10(lucifer): atelie/akine
f10(NOTE): CHECK AKINE COOLDOWN and burn if it overcharges next floor
f11(sakuya): rafine > atelie > 1 B/D L-unlock (not optional)
f11(haku): akine > kill with one B/L cross
f12(dantalion): 1 B/L cross
f12(scheat): atelie
f12(kanna): atelie/akine
f13(yog sothoth): bcecilia > atelie
f14: 4 B/L crosses > kill on final countdown turn
f15: burn down within 6 turns
f16: T1 unlock, use Amaj before knocking to 50%. Keep in mind spinner troll chance during >50% phase and guaranteed spinners for 50%.

Build assumes 9TPA boards
Pre-xform HP threshold: 45,627
Post-xform HP threshold: 65,626

Thanks to mopad for providing this and the floor breakdown translation. View the original Twitter post here: JPN Antares MD4 System

How to System: Avan > Antares

Can also cycle Tsukamoto

Assume 10c total for each match unless specified

Match1: Brick Red

Match2: Brick Red + Box Light

Match3: Brick Red + Brick Light

Stall: Antares: min combo (or combo to gather orbs), 5to11-match Red May need to cycle Tsukamoto during stall or just cycle all the time Stall as necessary to return to system or gather the correct orbs Can cover tape with Bride Trailokya equip instead of Metatron

F1: Tsukamoto > Antares: 10 Antares: 10 Antares: 10 Antares: 10 Antares: Match1

F2: Antares > Avan (Transform) > Kill: 2 turns of Match1

F3: Kill: 2 turns of Match1

F4: Kill: 2 turns of Match1 One-shot: Match2 RShieldra w/Red Unmatchable? Stall 2 turns w/ Antares and Tsukumo to charge Metatron equip GShieldra? Stall 2 turns w/ Antares and Tsukumo Don’t charge Metatron equip

F5: Kill both slimes: Match2 (Brings VolcanoDra to 50%) Kill VolcanoDra: Match2

F6: Tsukamoto before killing Leilan? Match1 + 5-match Light Karin? Match2 Meimei? Match1

F7: BSonia? Match2 then Match1 GSonia? Match2

F8: HinoKagutsuchi? Match2 Orochi? Match2 then Match1 Indra? 2 turns of Antares: Swipe (Have Tsukamoto’s shield up before swiping the 1st full board) Vritra? Have Tsukamoto’s shield up before swiping the full board Match2

F9: Ryune? Match2 then Match1 Sylvie? Match2 Typhon? 2 turns of Antares: Swipe then Match1 (Have Tsukamoto’s shield up before swiping the 2nd full board)

F10: Aten? Match2 then Match1 then Match1 Lucifer? Match1 then Game then Match1? Eschamali? Match1 then Match2

F11: Match2 for both spawns

F12: Have Tsukamoto’s shield up before killing the floor Dantalion? Match2 Scheat? Match1 then Match2 Kanna? Match1 then stall 1 turn then Match2

F13: Cycle Tsukamoto on this floor to survive Macha? Match2 then Match2 Changed to Blue on the supposed kill turn? Stall then Match2 Else? Match2 then Match2

F14: Match2 then Match1 then Match1 then stall 1turn then Match3 The killing match helps produce combo orbs for next floor

F15: The following chart shows how much damage you do on each turn with Match1 or Match2. Any combination of those matches that add to 100% should kill. Assumes only the minimum combos necessary to pass the combo shields Shield | 95% | 90% | 85% | 80% | 75% | Match1 | 4.0% 8.1% (12.1%|16.0%|19.8%|| Match2 | 8.3%|16.5%(24.6%|32.5%|40.3%| Have Tsukamoto’s shield up after the 85% shield turn

F16: Match1 does 5.0% of HP and Match2 does 12.1% of HP Cycle Tsukamoto

Hyperion’s Useful Links

Here you’ll find a collection of all the useful links that will be helpful to your Puzzle & Dragons journey. 

PAD Tools:

  1. PAD DB  – App
    PADDB – P&D Companion on the App Store
    PADDB – Apps on Google Play
    (The most useful NA player resource. Includes teambuilder, board setups, roll simulator & almost everything the average NA player needs)
  2. PDC – JP App
    PDC パズドラダメージ計算 on the App Store
    PDC ダメージ計算 – Apps on Google Play
    (If you are of the highest caliber and PAD DB is not enough, here is PDC, the Japanese ultimate PAD tool. Use ^pdc on Tsubaki bot on Discord for help)
  3. Dawnglare – Pad Simulator
    (PAD board/solving simulator)
  4. Ilmina Advanced Search – Ilmina
    (Website to find cards, very useful filters)
  5. PAD Dash Formation – https://mapaler.github.io/PADDashFormation/solo.html
    (PAD Teambuilder Website)
  6. Valeria – https://mtkwock.github.io/Valeria/
    (Another Web PAD Teambuilder, but a bit more unorganized though)
  7. Skyozora – Puzzle & Dragons 戰友系統及資訊網
    (Japanese website for dungeon info and mechanics)
  8. Protic Glossary – PAD Glossary – Blogging Mama
    (Glossary to decipher our weird PAD mechanic naming tendencies)
  9. PAD Chester – https://pad.chesterip.cc
    (PAD Index)

PAD News/Content Websites:

  1. Official PAD Website – Puzzle & Dragons 
  2. PAD Facebook Page – Puzzle & Dragons (North America) – GungHo – Home | Facebook 
  3. PAD NA Twitter – Puzzle & Dragons NA (@PuzzDragNA) / Twitter 
  4. PAD Protic – Blogging Mama
    (JP & NA news and translations)
  5. MantasticPAD – Mantastic Puzzle and Dragons
    (Mantastic’s Website)
  6. Team Hyperion – HyperionPAD
    (Our Hyperion written articles/dungeon guides)

PAD Communities:

  1. PAD – Team HYPERION – https://discord.gg/hyperionpad
    (Our Twitch Team’s main community Discord Server, where we host many events and you can find PAD Twitch Streams going on every day.)
  2. MantasticPAD – https://discord.gg/mantasticpad
    (Mantastic’s Discord Server)
  3. Dark Row Server – https://discord.gg/V9WShj7
    (For farming builds)
  4. PADX Server – https://discord.gg/Bcz5p45
    (Server for a defunct website)
  5. Puzzle & Dragons Community Server – Puzzle & Dragons Community Server
    (I wouldn’t recommend this as a choice to find actual comprehensive PAD help, as there’s toxicity and there are better options)
  6. PAD Global – Puzzle & Dragons Global (US/JP) | Facebook
    (Largest PAD Facebook Group, where you’ll get help if needed because most of us Hyperion peeps are there too lol. Requires signup and confirmation to get in)
  7. r/PuzzleAndDragons – https://www.reddit.com/r/PuzzleAndDragons
    (This is Reddit, so don’t expect anything other than Reddit)

Other Discords: (In progress)
(If your Discord is an active PAD server, feel free to let us know to add it here for FREE AD!)

  1. Tsubotki – https://discord.gg/QCRxNtC
  2. Omss Serverhttps://discord.gg/NVZEggg

Question Time With Mantastic – May 2022

Introduction

The general gist of Question Time posts are for players to ask various PAD-related questions that do not have a simple/Google-able answer or related article on my website. I do play other games and have often found myself having specific/unique questions about it but have no where to go and can imagine this may hold true for some of my readers. With that being said, there will be some restrictions on the types of questions I will be answering. If planning on commenting on a regular basis, it is advantageous to create a WordPress account to both receive notifications as well as giving me a point of reference as to who I am responding to.

Do’s and Don’t

download For the most part, almost any question will be answered, even some non-invasive Off-Topic ones; however, it is best to ask questions that require explanation/why/my personal opinion. The following examples are Fantastic types of questions to ask:
  • Of these options, what is the best Yusuke team I can make for Arena 3?
  • What direction do you think GungHo will take with the 4x HP leads?
  • Can Heart Cross teams be revived and if so, how?
x The following types of questions will not be answered by me either because it has a simple Google-able answer or shows a lack of effort on the reader’s part:
  • Anything that Google/Padx can answer
  • A link to your entire Monster Box and saying “make me a team”

Conclusion

I hope my readers use this opportunity to ask questions that will hopefully improve their overall game play and progression. Happy Puzzling!
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