7×6 teams are the way of the future and even though I was first against them, I cannot deny the sheer power and potency they bring. Dungeons are designed with a 6×5 board in mind and having an additional 12 orbs (or 4 potential combos) to work with can trivialize various encounters.
This article will illustrate how I approach a 7×6 board along with the tips and strategies I utilize. I want to stress that this is not the only way to approach a given board and is simply the method I employ. Thus, you can use one or up to all the listed points and incorporate them as you deem fit.
This video may be of more help due to it showcasing combos in real time
I am well aware that this is a 7×6 board guide, but we still need to understand how a 6×5 board works, how it differs, and what strategies we can carry over. You can read more about it HERE.
Section 1, 2, 3 method
This is how I personally solve 6×5 boards and while your own experience may vary, I will be using this method for the purpose of this article. Continue reading 7×6 Combo Guide and Strategies
Challenge Dungeons 29 is another opportunity for players to test their puzzling skills along with creativity to overcome a new set of obstacles for valuable rewards. For this Challenge 10, I decided to clear it solo to showcase how a glass-cannon leader with the proper planning and skyfall luck can succeed.
I do not have a fully skilled up Amon and was part of the reason I entered Coop as it would allow me to have sufficient skill boosts along with saving 50 stamina. If he had been skilled up, there would have been no need to enter via coop. If you disconnect from multiplayer, you do not receive the Quest Badge bonus (which is somewhat irrelevant as you would be choosing the +5% attack).
The reason I bring Amon is to utilize his counterattack mechanic to bypass Zeus/Hera’s resolve ability as they will strike you with a 90% health cut which is immediately counterattacked to kill them. This produces a safer run as you no longer have to worry about that floor.
Aside from the counterattack ability, my subs were mostly chosen for their orb changing capabilities to ensure I have enough Water-power (not firepower) to drown each floor. It is also beneficial to use a water team as the Blue Puppeteer will produce water orbs for free.
Finally, I used Andromeda to ensure my sub attributes do not heal the various encounters due to their colour absorptions.
This Challenge 10 is easily manageable with a non-light or dark glass cannon team as all the floors have high health values along with low mechanics.
What did you use to clear Challenge 10?