Tag Archives: Level 9

[Videos] October Monthly Quests: Level 8-10 Solo

Introduction

October is upon us and with it comes a new round of monthly quests. These dungeons are always interesting as it showcases different spawn combinations that can prove lethal if unprepared.

Clearing all of the quests will yield 2 Rainbow Event Medals :eventmedal: along with a Beach Valkyrie B Claire.

Level 10

The hardest part of Level 10 is resisting the urge to kill Floor 2 before your Leader has been swapped back. Failing to do so will result in Floor 3 doing their 99% gravity followed by a large attack which will end most runs unless some form of damage reduction is present.

Level 9

Level 9 features a Rogue-style system in that all your cards start at level 1. This means you will have significantly lower HP and may be in danger from DQ Hera preemptive of 46,238 along with invalidating any Super Awakenings if your card does not reach level 100. This can make your Super Awoken FUA  not work against Hino on floor 5.

Level 8

Level 8 features a terrifying Fixed Team that has a poor ATK multiplier and awakenings. Furthermore, players will only have 6 seconds to move orbs which can place constraints on your total combo count. Playing in coop grants additional HP which can make the dungeon potentially more forgiving along with access to a second board changer. For my run, I entered via coop and disconnected to save myself 40 stamina.

Conclusion

The October Monthly quests provide a fun play experience as it features an interesting Fixed Team along with unique spawn combinations that may prove challenging to the unprepared.

Let me know how you tackled these dungeons in the comments below.

Happy Puzzling!

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[Videos] June Quest Dungeons – Solo Level 8-10

Introduction

June is in full swing which means a a brand new set of Monthly Quest Dungeons to tackle! This morning I had nearly full stamina and decided to record my three solo clears to showcase what mechanics to be aware of along with possible counters to them.

Video clears

Level 10

Tardis  is the true hero for granting free stalling on Floor 1 to ensure all relevant actives are ready in time. Just make sure to leave at least 3 poison orbs for Medjedra to lock instead of disabling your awoken skills.

Level 9

Having a Fenrir  inherit prevents any poison orbs from falling down. Just make sure you leave the three Jammer orbs created in the bottom row to ensure you can match any new ones that fall down.

The final boss has 40 million defense to either bring a burst or DEF break to easily kill her. In addition, having a delay or shield ensure you survive her 200% gravity in the advent she prevents matching of your particular colour.

Level 8

Level 8 was reasonably straight forward and the only major issue I can foresee is Azazel placing his tape on the top row which prevents players from matching there. The two easiest counters are either the Resistance Immobility  awakening or using a 7×6 board. Finally, having a time buffer ensures you can overcome Kushindahime’s massive time debuff and combo shield.

Conclusion

These videos are not the only way to go about this and naturally, playing in coop will make things easier. Regardless, this set felt less intimidating overall and I am curious to hear what you have used to clear these dungeons.

Happy Puzzling!

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Challenge Dungeons 37 Solo Clear Videos 8-10

Introduction

With 4x Technicals providing me with unlimited rank up potentials from Machine Hera (I only require 3-4 clears depending on overflow), I was able to experiment around more with this set of Challenge Dungeons and am happy to provide some glorious solo clears with some of my favourite leaders.

Challenge 10 – Sarasvati

This is one of my happier PAD moments as I had to try and come up with a team with enough Skill Boosts to avoid excessive stalling with a glass cannon leader while retaining a certain degree of damage control for floor 1’s resolve. After floor 1, I essentially followed the same strategy for the subsequent floors as my Meridionalis clear.

Challenge Dungeon 37 – Level 10 Sarasvati
Card 3069 3391 3069 3242 3069
Inherit A Hermes Carat Awoken Yomi 3276 Scheat


The glorious damage screenshot:

Challenge 10 – Meridionalis

My first clear of Challenge 10 so it is a bit more rough around the edges by comparison.

Challenge 9 – Dark Metatron

No RCV dungeons are wonderful for Dark Metatron as I am able to always ensure I stay at my maximum damage multiplier. The Spanking on floor 4 was also a nice touch.

Challenge 8 – Sarasvati

Any high multiplier leader without difficult activation requirements will excel in this dungeon as it is only 5 floors. Futhermore, a true button like Famiel Famiel acts as both a board changer and execution for floor 4 and their high defense.

Conclusion

This set of Challenge dungeons heavily favours glass cannon/non-tanky teams as most of the danger is simply having enough damage to one shot every floor.

Let me know what you used to clear this set of dungeons.

Happy Puzzling!

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Challenge Dungeon 19 – Level 9 Cleared

Normally Level 9 is quite straight forward; however, the inclusion of Ilsix Ilsix as the boss floor with his 30% resolve provides an awkward challenge to overcome. In addition, the 6th floor has 50% wood and light resistance and would make my Awoken Sakuya Sakuya hard pressed to deal 10 million damage while attempting to survive 20k hits or a 27k execute. With all these factors in mind, I decided to use my new Yomi Dragon Yomi Dragon team as dark damage is most favourable for the dungeon along with rapid access to haste and shields to allow for easy stalling and safe clears on every floor. Continue reading Challenge Dungeon 19 – Level 9 Cleared