Tag Archives: 7×6

Base Minaka x Minaka Versus Alt. Arena 3

Introduction

Alt. Arena 3 is considered the second hardest dungeon in the game at this point in time and is still a wonderful dungeon to play from a rewards perspective.

Over time we have acquire numerous different leaders who can tackle this dungeon and while it is possible to secure a clear with a wide variety of teams, being able to consistently farm said Alt Arena 3 is valuable overall.

For myself, I have used a wide variety of teams and have found that Base Minaka  x Minaka to be a reasonably strong option assuming you have Gamayla as Dragon VDP are relatively scarce.

While this team lacks Auto Follow Up Damage, having a massive RCV multiplier and a 7×6 board facilitates easier stalling along with innately countering combo shields and the orb hungriness of requiring 4-6 of Water/Dark orbs.

With this in mind, I wish to explore how I built my own team along with addressing the major hurdles that can be found in Alt. Arena 3.

Video clear


Notable Alt. Arena 3 mechanics

Alt. Arena 3 is currently the second hardest dungeon available in North America and may push many teams to their limits. As such, it is important to understand the key mechanics that must be addressed.

Continue reading Base Minaka x Minaka Versus Alt. Arena 3

New GFE – Fasca & Nelle Review

Introduction

Today marks the debut of Nelle and Fasca who are incredibly powerful Godfest Exclusives who continue to push the limits of Transformation cards. At this point in time, Transforming cards tend to be stronger compared to other alternatives because they must go through the hassle of bringing enough Skill Boosts Skill Boost in order to function.

Furthermore, these cards also solidify the notion that asymmetrical pairings are the way of the future. This is because the two strongest mechanics currently available are 7×6 and Auto Follow Up Damage. With this in mind, no single leader can bring both mechanics to the table at this point in time so players would ideally be using two different leaders.

This has benefit of being able to have more opportunities to use top-tier leaders as one does not actually have to own that respective card. Unfortunately, it may also lead to issues with Team Building as both Nelle and Fasca have various restrictions but also provide natural 7×6 boards.

With that being said, I wish to take a closer look at these two new powerful cards that are debuting during the current Super Godfest.

Video recording

–video coming soon–

Base Fasca

Active: For 1 turn, increase combo count by 1; Changes to [5842 ] for the duration of the dungeon (18 -> 18 turn CD)

Leader Skill: [Board becomes 7×6] 4x ATK and reduce damage taken by 25% when 8 or more combos

Awakenings:  Skill Lock Resist 45
Super Awakenings: –
Typing: Attacker / Devil
Available Killers: God Killer Devil killer physical killer
Weighted Stats (Limit Break): 552 (-)
HP 2510 (-) / ATK 1325 (-) / RCV 109 (-)
Weapon Assist: +light orb +light orb +light orb +light orb +light orb Imp ATK

Base Fasca is similar to Nelle in that she also provides a 7×6 board along with requiring 18 Skill Boosts Skill Boost in order to Transform. While Fasca does have a typing restriction post-Transform, all she has to do is match 8 or more combos which should be incredibly easy on a larger board.

As such, she can favourably pair with significantly more leaders along with a less restrictive pool of subs compared to Nelle + Yugi.

Great Witch of the Radiant Wings, Fasca (Transformed)

Active: Reduce unable to match orbs effect by 9999 turns; Remove all binds and awoken skill binds; For 1 turn, increase orb move time by 2 seconds (5 -> 5 turn CD)

Leader Skill: 4x ATK & RCV and 1.5x HP for Attacker type; 4x ATK and reduce damage taken by 25% when 8 or more combos [2.25/256/16/43.75%]

Awakenings: Skill Lock Resist 45
Super Awakenings: –
Typing: Attacker / Devil
Available Killers: God Killer Devil killer physical killer
Weighted Stats (Limit Break): 1406 (-)
HP 6500 (-) / ATK 3350 (-) / RCV 258 (-)

Pros
Cons
  • Natural 7×6
  • Strong multipliers
    • Higher RCV
    • Easy to activate Damage Reduction
  • Incredibly powerful 5-turn active
    • Clear unable to match orbs
    • Full bind/awoken bind clear
    • +2 seconds orb movement time
  • Numerous leader pairings
  • Only requires combos to activate
    • Harder to orb troll/not activate
  • +3s orb movement time ( x3)
  • High personal damage
  • 18 SB Skill Boost is on the lower end
  • Future Alice pairing
  • Flies around on a broom
  • Must use Attacker types
  • 18 SB to Transform
    • Is still a hurdle

Fasca features the same 18 Skill Boost Skill Boost requirement as Nelle in order to Transform but is significantly easier to team build overall. This is because her leader skill requires Attacker types but more importantly, fully activates from 8 or more combos. This is a key distinction because it allows Fasca to asymmetrically pair with basically any leader as there is no colour requirement and only combos are needed.

With this in mind, players should view her as a 7×6 leader who needs Attackers along with a total of 18 Skill Boosts. Furthermore, Fasca’s own personal damage is incredibly high as she features 7 Combo 45, 10 Combo , and VDP . This places her on-par with Bradamante as both cards achieve 25x personal damage with a 3×3 Box and 10 combos which should be significantly easier on the larger 7×6 board.

In regards to team building, Skill Boosts are a prized awakening but it really comes down to who you pair with. For example, utilizing Dark Karin will favour a Light based team but utilizing Yugi (he is off-type) means players can utilize Bakura (and his Weapon Assist ) for all your damage needs. Conversely, pairing with Haohmaru yields a 7×6 + Auto Follow Up Damage team that is basically an upgraded Tifa  x Haohmaru.

One future pairing will be Alice Sword Art Online (should return soon) who can be traded for and comes with 4 Skill Boosts, natural Tape Resist , and 1 Auto Follow Up Damage when matching 3 or more Light combos.

Players could also use Chidori , Kamen Rider Super 1 , or Lilia but you can see where this is going: any leader who is ideally an Attacker can pair with Fasca.

Weapon Assist: +light orb +light orb +light orb +light orb +light orb Imp ATK
Active: Reduce unable to match orbs effect by 9999 turns; Remove all binds and awoken skill binds; For 3 turns, 2x RCV; For 3 turns, 2x orb move time (15 -> 15 turn CD)

Pros
Cons
  • Only Weapon to provide 5 Enhanced Light orbs +light orb
  • Powerful active
    • Reduce unable to match orbs
    • Bind/Awoken Bind clear
    • RCV buff
    • TE buff
      • Does almost everything
  • Harder to justify converting a single copy of Fasca to this

Faska’s Weapon Assist also provides a blistering 5 Enhanced Light +light orb orbs along with an amazingly powerful utility active.

The main idea with sprinkling Orb Enhances for a given team is to provide additional damage for every card and is usually pursued after all Resists are taken card of.

If GungHo had stopped at just the awakenings, this would still be a strong Weapon Assist but the fact that it includes one of the best utility actives is amazing.

This active is able to cancel out unable to match orb effects, full bind/awoken bind clear, an RCV buff, Time Extend buff. Each component is helpful in their own right, but having all 4 aspects being represented is something special. With this active, players can counter 4 different metrics and will greatly ease team building requirements.

While there is no question to the power Fasca’s Weapon Assist provides, the largest hurdle will be acquiring her and being able to forgo using her Transforming evolutions.


Base Nelle

Active: Change the bottom row to Dark orbs; Changes to [5845 ] for the duration of the dungeon (18 -> 18 turn CD)

Leader Skill: [Board becomes 7×6] 4x ATK and reduce damage taken by 25% when matching 7 or more connected Dark orbs

Awakenings:  Skill Lock Resist Dark row Dark row
Super Awakenings: –
Typing: Balance / Devil
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 553 (-)
HP 2610 (-) / ATK 1120 (-) / RCV 205 (-)
Weapon Assist: Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Imp ATK

Base Nelle requires 18 Skill Boosts Skill Boost in order to Transform into a  incredibly powerful mono Dark leader who relies on matching 7 or more connected Dark orbs. What makes her quite special is that she is able to naturally provide a 7×6 board which prevents the need to utilize leader swap shenanigans but at the same time, has a restrictive sub pool and asymmetrical pairings.

Great Witch of the Mysterious Beasts, Nelle (Transformed)

Active: For 1 turn, bypass damage absorb shield effects; Change the far left column to Dark orbs and change the far right column to Heal orbs (6 -> 6 turn CD)

Leader Skill: 2x all stats for Balanced type; Increase orb movement time by 2 seconds; 9x ATK and reduce damage taken by 25% when matching 7 or more connected Dark orbs [4/324/4/43.75%]

Awakenings: Skill Lock Resist Dark row Dark row Dark row  
Super Awakenings: –
Typing: Balance / Devil
Available Killers: God Killer Dragon Killer Devil killer Machine Killer Healer Killer physical killer Balance killer 37
Weighted Stats (Limit Break): 1407 (-)
HP 7020 (-) / ATK 2840 (-) / RCV 410 (-)

Pros
Cons
  • Natural 7×6
  • Huge multipliers
    • Provides Damage Reduction
  • Incredibly strong 6-turn active
  • Favourably pairs with Yugi
    • 4/360/4/25% + Poison Immunity + 7×6
  • Cute
  • Must use Balance types
  • Few viable pairings
    • Yugi forces Devil / Balance
    • Hard to team build
  • Damage may be poor without VDP
    • May not have 7c 45 subs
  • 20 SB Skill Boost to Transform with Yugi

Nelle and Yugi are a match made in heaven as their two Leader Skill beautifully synergize with each other to produce a 4/360/4/25% with immunity to Poison damage along with a 7×6 board and all they have to do is match 7 or more connected Dark orbs. Just wow.

This sounds almost too good to be true and it is because Yugi must use Devil and Nelle requires Balance. Thus, your team building will be restricted to Balance + Devil cards who must also provide a total of 20 Skill Boosts Skill Boost in order to Transform. This is going to be by far the largest hurdle players will have to overcome as your options are quite restrictive. A quick Ilmina search shows only 4 Balanced Devils who have 4 or more Skill Boosts that have Dark as their primary attribute. With that being said, Winged Dragon will Transform into Dark Magician Girl who is a Balanced Devil.

Essentially, you are building a Yugi team with more restrictions but the payoff is significantly higher as you now have a larger board to play around with.

There is really not too much to say for Nelle as she is an all or nothing leader who uses a highly restrictive sub pool when paired with Yugi. Of course, for players who are able to do this, they will greatly enjoy the huge pay offs. Remember Nelle + Yugi > Yugi + Yugi due to the 7×6 board.

Nelle’s position may change in the future if more viable pairings emerge or her sub pool expands.

Weapon Assist: Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Dark Orb Enhance Imp ATK
Active: For 2 turns, bypass damage absorb shield effects; Change the far left column to Dark orbs and change the far right column to Heal orbs (22 -> 22 turn CD)

Pros
Cons
  • Only Weapon to provide 5 Enhanced Dark orbs Dark Orb Enhance
  • Powerful active
    • 2 turn Fujin  + column Dark & Heart
  • Longer CD to prevent accidental charging
  • Harder to justify converting a single copy of Nelle to this

Nelle’s Weapon Assist is incredibly powerful as it provides the highest amount of Enhanced Dark Orbs Dark Orb Enhance of any Weapon which leads to an impressive increase in your team’s total Passive Damage.

Furthermore, the active skill provided generates a column of Dark and Heart orbs along with 2 turns of Damage Absorb Void (Fujin ). This is quite a powerful combination of effects and helps ensure at least one component will be useful.

Unfortunately, it may be difficult to justify converting a single copy of Nelle into this form assuming you are able to field a team for her. With that being said, if you are unable to build a team for Nelle (mostly because you did not roll in Yu-Gi-Oh Collab), you can utilize her as a Weapon and switch back if things change in the future.

To roll or not to roll

The current Super Godfest is only “special” due to the debut of Nelle and Faska. As such, the decision to roll or not roll in this current event will come down to how much you value the overall roster of cards featured.

While the chance for 1/3 GFE is now the norm, one has to remember that the other two-thirds of the cards may be somewhat “dead” rolls that cost 10 Magic Stones. This is because most Pantheon cards have much less use along with the strong possibility players already own copious copies of them.

As such, you need to take a look at the available roster and decided whether or not this will provide sufficient value with the goal to acquire 1/3 rolls as GFE. Just remember Super Godfests along with Nelle and Faska will return on a regular basis so there is no “rush” to roll this event.

Conclusion

Nelle and Fasca are two fantastic new cards to come to North America. They help solidify Transforming teams as a top-tier mechanic as they both provide natural 7×6 boards alongside their impressive Leader Skill multipliers.

I am personally not a fan of the Transforming meta as it often results in highly restrictive team building but at the same time Powercreeping older options.

Either way, let me know what you think about these two new Godfest Exclusives in the comments below along with whether or not you plan on rolling.

Happy Puzzling!

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4th REMDra Fever – 7×6 Event Strategies

Introduction

The REMDra Fever part 4 continues the trend of these special Ranking Dungeons for North American players. These events can allow players to achieve a Crown by simply hitting the cap of 999,999 points along with lucrative rewards along the way. With that being said, it will take numerous runs to achieve but will be faster this time around due to the 7×6 board but one can still augment their scores by following the strategies outlined in this article.

With that being said, the dungeon is profitable to run over and over again as it only costs 30 stamina and offers valuable drops. Furthermore, any number of players can achieve a Crown and is not only given to the first X number of players to hit 999,999.

This article will explain the rules for REMDra Fever and how to maximize your score potential.

4th REMDra Fever Event: 7/26 (Fri) 12am ~ 7/28 (Sun) 11:59pm (UTC-8)

Video commentary/clear

–video coming soon–

Scoring system

The REMDra Fever Ranking Tournament values players in significantly different ways and we must alter our play style accordingly. Continue reading 4th REMDra Fever – 7×6 Event Strategies

Courage Ranking Dungeon Score Tracking

What is this?

I plan to pin the current daily NA Ranking Dungeon chart compiled by pandaa for the duration of the Ranking Tournament. Due to the fact that I am usually not awake at Midnight, it may take some time for the new current day to be added.

Generally speaking, NA tends to start significantly higher than JP on non-fixed teams as we are able to see the top strategies right away. This leads to much higher scores early on, but also a faster plateau as players hit their maximum potential. With that being said, NA should be able to score higher on non-fixed teams due to the fact that we have more time to prepare and have the winning strategies already made.

On the other hand, being 2-3 months behind JP provides little benefit for Fixed Teams as the strategy is to usually just puzzle your way through.

Use these charts as a rough guideline for your own scores and possible rewards.

Due to Matching Bonus, NA will have approximately 1.5k more points than JP with the exact same score

Current day NA cutoff for Crown: 132,358
JP Crown: 132,808

Current day NA cutoff for Magic Stone & Courage: 116,454
JP Xiu Min and Magic Stone: 116,700

Corresponding article detailing teams and strategies are coming soon.

Happy Puzzling!

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Chariete Ranking Dungeon Score Tracking

What is this?

I plan to pin the current daily NA Ranking Dungeon chart compiled by pandaa for the duration of the Ranking Tournament. Due to the fact that I am usually not awake at Midnight, it may take some time for the new current day to be added.

Generally speaking, NA tends to start significantly higher than JP on non-fixed teams as we are able to see the top strategies right away. This leads to much higher scores early on, but also a faster plateau as players hit their maximum potential. With that being said, NA should be able to score higher on non-fixed teams due to the fact that we have more time to prepare and have the winning strategies already made.

On the other hand, being 2-3 months behind JP provides little benefit for Fixed Teams as the strategy is to usually just puzzle your way through.

Use these charts as a rough guideline for your own scores and possible rewards.

Due to Matching Bonus, NA will have approximately 1.5k more points than JP with the exact same score

Current day NA cutoff for Crown: 142,850
JP Crown: 142,458

Current day NA cutoff for Magic Stone & Chariete: 122,000
JP Xiu Min and Magic Stone: 123,400

Corresponding article detailing teams and strategies are coming soon.

Happy Puzzling!

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Pure Ranking Tournament Strategies

Introduction

Starting on Monday, November 19, the North American server will begin their first of three weekly Ranking Dungeons. This is both exciting and potentially stressful as we will be enjoying/suffering through three weeks of Ranking Dungeons. Each of these Ranking Dungeons will give players a Crown for a top 3% finish while everyone in the top 20% will receive the respective Puppeteer.

While the Puppeteers are not truly desired at this point in time, being able to acquire one for free is still meaningful and may come in handy in the future.

The Pure Ranking Dungeon features a No Awakenings clause which will force players to adjust accordingly but has a relatively straightforward path to victory.

I plan to release a strategies article for each Ranking Dungeon before their respective debut.

Video commentary

–video coming soon–

Score breakdown

In Ranking Dungeons, players are scored based on the following:

  • Each Combo is worth 5,000 points
  • Each second remaining is worth 500 points
  • Hitting 40 Million damage is 10,000 points
  • Each active used to kill a floor (no combo made) is -5,000 points

Continue reading Pure Ranking Tournament Strategies

Meta Trends in Puzzle and Dragons

Introduction

Meta is an abbreviation for Most Efficient Team Available and is essentially a term used to indicate if a card is currently strong in this day and age. However, the meta is not fixed and is ever evolving and changing. Thus, what may have been strong 6 months ago may have fallen out of favour due to new evolutions, awakenings, or new dungeon requirements.

This article will be examining the current state of affairs in Puzzle and Dragons and the direction I foresee the game heading.

Video commentary

—video coming soon

PAD is a Puzzling game at heart

No matter how long or how much Puzzle and Dragons develops, it will still be at core a puzzling/matching game. Thus, there are only so many boards one can solve/match before it can become tiresome. As a result, GungHo has introduced new matching requirements and larger board sizes.

New matching requirements constitutes anything that goes beyond matching a vanilla set of 3. At first we had mass attack and then awakenings were introduced along with a wide variety of leader skills.

However, there are only so many different twists you can impose on matching and there is a certain degree of recycling older styles over time. As a result, it is not uncommon to see similarities over the years in terms of the matching strategy. Continue reading Meta Trends in Puzzle and Dragons