I have been a part of the PAD community for several years and in this time I have met countless players of varying progression and skill levels. Some of these players possess amazing knowledge and insight for the game and their points of view/expertise are always refreshing to listen to.
Today, I wish to focus on one of the most bizarre Arena 1 by my friend Virtual who has a special fondness for the Plessie-bean and using interesting teams. They have been playing PAD for 960+ days while also surpassing rank 940 and acquiring every single ranking dungeon crown.
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Arena 1 clears
At this point in time, Arena 1 has been turned more into a farming dungeon in that a wide variety of teams are capable of clearing it as it is over a year old. However, very few people wish to utilize the glorious Plessie-bean in challenging content. Continue reading Just for Fun – Strange Arena 1 Clear→
In an attempt to showcase a wider variety of leaders and more solo content, here is my Arena 1 clear with Tsubaki . I have been lucky/unlucky with the REM in that I tend to pull numerous duplicate cards; however, this ends up working in my favour as Tsubaki is an amazing sub on her own team. She comes with the ideal awakenings along with a 7-turn active that provides haste. This allows me to form a system and I could use 1 Tsubaki active every turn while simultaneously charging up two other cards. There is going to be a split evolution for Tsubaki in the future that makes her a stronger leader and sub so that is something to look forward to.
Team set up
Team building was quite simple for me as I simply used all 4 of my Tsubaki and a single Gadius . Tsubaki is essentially the best sub for himself as he provides an ideal active and awakenings. Gadius was chosen for his recover bind (and bind immunity), but was otherwise of little lesser value. However, this team would have been unsuccessful without Skill Inheritance and this is where the customization comes into play:
Saria would be ideal
Synergy with Yamato
Emergency heart generation
Delay if needed
5.5x ATK boost
Strong points and hurdles
Presently, Tsubaki is a 76.56x ATK leader with no defensive multipliers (will gain 2.25x RCV in the future). This can prove challenging to use as you are vulnerable to large preemptives (I was gambling on no DQ Hera spawn) and even stalling can be a challenge with the low base recovery. Thankfully, the +25% RCV badge is a lifesaver along with having every heart orb come enhanced. Damage is also not an issue outside of the Kali stage or perhaps Hera-Is (Water Hera). Gaining 5.5x ATK from Silk is simply amazing (0.15*30 + 1) and was able to one shot Kali through her shield.
On the other hand, the team is risky to play as you are vulnerable to mechanics and I was somewhat fortunate to not encounter anything too dangerous towards the end. I had a small heart attack on the Tamadra floor as my leader got bound twice and Gadius failed to produce 6 heart orbs.
Tsubaki is a fun and fast paced leader to play when you are able to utilize numerous duplicates. This allows you to have countless enhanced orbs along with ample access to haste to keep the actives flowing. I look forward to her split evolution and future buffs in the upcoming months.
Due to the high volume of new content being rapidly released in Puzzle and Dragons, I have not had a chance to do a full article for either Awoken Kushinadahime or Umisachi & Yamasachi . In an attempt to quench your thirst, here is my two clears of Arena 1 using them on the first day of their release to give you a better understanding of their respective play styles. Guides will come soon and the teams used are most likely non-optimal.
Arena 1 is a nice place to test and showcase new leaders as there are enough mechanics to present a modest challenge along with highlighting different scenarios and how to overcome them.
Awoken Kushinadahime is a purely skill based combo leader who is unable to gain benefits from skyfalls. In addition, her leader skill is directly tied to the number of combos she is able to form so she is not for the feint of heart. Maxes out at 169x for 10 combos. —
Umisachi & Yamasachi
The wonder twins were Fantastic’s main leader back in the day and I was thrilled when they finally got the buff they deserved. They are still a rainbow based leader, but has the potential to achieve 400x with 3 water combos alongside their three other elements. They are still a glass cannon, but are able to dish out spectacular damage with relatively few orbs. —
Both Kushinadahime and Umisachi & Yamasachi are fun to play leaders with unique twists on current leader skills. Neither are able to form top tier leaders, but provide a breath of fresh air amidst all the rows and heart cross leaders.
I have cleared Arena 1 numerous times, but there is always an element of risk as I am using a non-ideal team. However, with the introduction of Skill Inheritance, my clear rates and consistency have significantly improved. This is because I am able to inherit a valuable skill on to both Lucifers to give their actives more value and allows for access to a wider range of subs. Furthermore, I am able to have access to a board changer that can be combo-ed with one of my other orb changers to produce a 2/3 dark board. The following 90 second video showcases how Skill Inheritance helps trivialise the Kali at the end of Arena by utilising actives I would normally not have access to.
Awoken Lucifer 1 inherits Satsuki
Claire inherits Awoken Karin
Awoken Lucifer 2 inherits Awoken Freyja
This allows me to remove Awoken Loki from my team and replace him with Claire who has superior RCV and allows for easier stalling and the option of utilizing a 5 turn orb changer to hasten my runs. However, the key feature is being able to access a 2/3 dark board via Karin and Pandora as I lack both Akechi and Zuoh . This allows me to easily burst any floor and I have consistently one shot the Light Kali since.
Skill Inheritance is Fantastic for players who are lacking key subs and still wish to clear high end content. It also allows me to be more creative with team building and active management as I need to carefully plan for the inherited active. Also, thanks Momtastic for your Penta Lucifer with the damage enhance skill.
Awoken Pandora /+ haste 9 turn CD 1.56x HP / 6.25-25x ATK / 1.56x RCV (Devil based team)
Match 4-8 connected dark orbs
Awoken Pandora is one of the most powerful leaders in Puzzle and Dragons as she combines both burst and survivability. Dark monsters have historically been the strongest colour as they have amazing synergy and a deep sub pool. Thankfully, there are a number of dark devils to draw upon and only main weakness is bind removal options. plays similarity to Awoken Lucifer teams in that they both share the same durable row-based playstyle. You can read my guide HERE. Lastly, you are able to control your damage through dark row activation as well as stacking actives to unleash some of the highest total burst damage in the game.
Ability to control your damage as this is becoming more relevant with specific absorption shields that require you to hit less damage
Bolstered health and recovery allow for easier stalling and removes the need to bring damage mitigation
Leaders have a combined 6 dark row , 2 skill lock resist , and 2 time extend awakenings
Recover Bind awakening can be powerful provided leaders are not bound
Spectacular burst damage potential
Active is an amazingly powerful tool to generate dark orbs, hearts, and haste
Arena 1 will be removed this evening from its permanent slot as a technical dungeon and will be replaced by the even more ridiculous Arena 2. As such, I have been frantically trying to complete as many runs as possible before tonight’s maintenance and will hopefully have a Mantastic post ready by then that I have been working on for quite some time.
However, I just wanted to share my first 1-shot of the Kali boss through her 50% shield with my Awoken Lucifer team. It felt pretty amazing to hit over 30 million through a 50% damage reduction shield and I giggling for about 5 minutes after. The God Killer awakenings give my two leaders 3x the damage shown and you can somewhat see the 10 million hit in the image.
For further reading on my arena strategy, feel free to read my pseudo guide HERE.
This is by no means a full team building guide (one may come in the future for ) and I simply wanted to showcase how I use Awoken Lucifer to clear Arena 1 with reasonable consistency. Arena is a gruelling 21 floors and requires a high end team along with careful planning and a little luck to clear successfully. Furthermore, the floor spawns are drawn randomly from several fixed monsters and no two Arena runs will be the same. This also means it is possible to get horrible (or amazing) luck as challenging bosses may repeatedly spawn.
has the inherent advantage of producing a very durable team due to 1.82x HP/RCV along with 16.4x ATK to devil and god type monsters. This alleviates the need to bring any form of damage mitigation as you can survive the largest pre-emptive strike on floor 19 and the God Killer awakening helps burst through the final floors. However, to tackle Arena, teams require certain key subs/role fulfilment: Continue reading Awoken Lucifer vs Arena→