Tag Archives: Fasca

10 Magic Stone Super Godfest Sept. 11 – 13

Introduction

Today marks the debut of another 10 Magic Stone Super Godfest which features a healthy roster of desirable 7-star Godfest Exclusives. Like the past few Super Godfests, this event will feature a 33% GFE rate while also including 2 Samurai 3 Pantheon cards to bring the total of “desirable” rolls to 36%.

This has become the norm for Super Godfests as most feature at least a 1/3 chance for GFE and it now becomes a matter of lining up as many desirable cards as possible in a single event.

As such, the value of any Super Godfest will hinge on how much you value the featured GFE as it will return on a regular basis.

Video commentary

–video coming soon–

Rolling line up

7* GFE (1.5% each, 16.5% total)
6* GFE (1.5% each, 16.5% total)
Blue Sonia Green Sonia 3414 3416 Dark Kali Eschamali **
Samurai 3 (1.5% each, 3% total)
Other Pantheon cards (1.6% each, 64% total)

*Note, Cotton comes in one of her 5 Evolved forms but the total chance of rolling any Cotton is 1.5%.

To roll or not to roll

Generally speaking, Super Godfests cost 10 Magic Stones and feature at worst, 1/3 chance for any Godfest Exclusive. As such, it is most advantageous to try and line up as many key cards for your Monster Box as possible before shaking the REM’s hand.

In the case of this Super Godfest, it features the same rolling odds as a standard Super Godfest while also including a modest array of the newer 7-star GFEs which in turn may make it more appealing. Cards such as Menoa , Remu , Norza , along with Shelling Ford and Fagan Rai for their Weapons are all currently powerful cards to own. With that being said, this can still be seen as a relatively generic Super Godfest as there are no Seasonal cards featured nor exceptionally high rates for GFE.

As such, the decision of whether or not to roll will come down to your own individual Monster Box and goals. Building upon that, it is important to determine whether or not you are rolling to advance your position or the concept of Need over Greed.

What I mean by this is determining whether or not rolling here will actually help you clear more content compared to what you can right now. For example, if you are currently stuck on Arena 5, you need to determine what is holding you back: is it a lack of experience and active skill management or is it because you are using a team with many holes in it?

If you are failing due to issues stemming from your own orb matching skills or active skill management, rolling may not actually help, especially if you have a solid team already. On the flip side, if you have hit a metaphorical wall and are currently being held back by the depth of your Monster Box, rolling can be advantageous assuming the featured cards can help you.

If you would like further reading on this Need over Greed topic, feel free to check out my Though Process for Rolling or Monster Exchanging article HERE.

Conclusion

The current Super Godfest features a 64% Pantheon rolling rate along with a healthy spread of newer 7-star GFE or those that have significant value. While this does sound appealing, one must remember that this is a relatively standard Super Godfest due to no Sasonals nor stronger rolling rates.

As such, the decision of whether or not to roll will come down to your own Monster Box and goals for PAD. With that being said, it is never a “bad” thing to roll in Super Godfests as they always feature 1/3 chance to acquire a GFE which are either tremendously powerful or used as Trade Fodder.

With that being said, let me know what you think about this event in the comments below and whether or not you plan on rolling. If you did roll, let me know how it went.

Happy Puzzling!

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Alice x Fasca Versus Alt. Arena 3

Introduction

Alt. Arena 3 remains one of the best dungeons to farm on a regular basis due to the Rank EXP, Pys, Killers, and satisfaction of clearing the second hardest dungeon in the game.

Despite being in the game for a modest period of time, AA3 can still be unforgiving to an unprepared player as failing to bring a key Resist or flubbing a kill board could result in an unfortunate ending.

With this in mind, I wish to share my Alice  x Fasca team as she is the current hot new leader. As a whole, this team is able to address all relevant mechanics within this dungeon with relative ease along with a natural 7×6 board and potential for Auto Follow Up Damage.

Furthermore, this team is combo-based as neither leader requires multiple linked orbs to proc their multipliers. Thus, if you enjoy this type of play style, Alice and Faska may become one of your favourite teams.

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 Alice x Fasca Versus Alt. Arena 3

Lampeid x Fasca Versus Alt. Arena 3

Introduction

Alt. Arena 3 is one of the most lucrative dungeons to farm and is considered the second hardest dungeon in the game at this point in time. As such, being able to clear this dungeon will provide a wonderful Rank EXP, Pys, and satisfaction.

Over time we have acquired 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 Alt Arena 3 is valuable overall.

For myself, I have used a wide variety of teams and have found that Lampeid (Lamp) paired with Fasca to be a wonderfully strong team. This pairing combines the two strongest Leader Skill mechanics of Auto Follow Up Damage and 7×6 along with enough powerful subs to handle this dungeon with relative ease. Furthermore, there is copious amounts of movement time along with strong multipliers in all metrics.

While Lamp does require 6+ Water orbs to function, this should be quite doable on 7×6 and not having to worry about Resolve greatly improves any Row-based team.

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 Lampeid x Fasca 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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