From April 5th to April 31st, all players who log into PAD will receive a free Great Witch Exchangeable Medal which can utilized to acquire one of the ten Great Witches.
This is a tremendously exciting event due to the fact that players can choose which Godfest Exclusive they want to acquire and do not have to leave anything up to luck from rolling or community-based voting. As such, this is a fantastic opportunity plug in a theoretical hole in your Monster Box as many of these 7-star Godfest Exclusives are powerful.
Due to the fact that there are 10 different choices available, the one you choose will depend on which cards you have already acquired as it is almost always going to be more meaningful to have a new unique Witch as opposed to another duplicate of an existing monster.
With this in mind, I will be going over each of the 10 possible choices by showcasing their most relevant form and current usage to help players make a more informed decision if missing multiple Witches.
Finally, players do have a modest amount of time to decide on who they wish to Exchange for. As such, if you do roll in any upcoming Super Godfest (these always occur), you may acquire something you did not already have.
Arena 6 is the newest dungeon to be released in PAD and gives players a new chance to test their team building and puzzling skills while also being introduced to new mechanics.
As a whole, Arena 6 is quite challenging but at the same time, feels reasonably fair as spawns can be stalled and you do not have to one shot everything right away. With that being said, Arena 6 has numerous new mechanics and challenges to overcome with the most notable mechanic being team ATK debuffs. These debuffs will reduce the damage output of your entire team and while some can be stalled out or possibly ignored, it does give more merits to team ATK buffs.
In addition to this, Floor 10 (Nohime) will feature different move-sets for players who use 7×6 teams as a way to punish them. While this can be dangerous, it is still stall-able with strong RCV.
The included video is of my one and only clear (at the time of publishing) so some spawns/mechanics may be a bit foreign but at the same time, you can see how I push through challenging content where I am uncertain of what will happen.
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 Arena 6 and ways I can improve upon my team.
Video clear
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Notable Arena 6 mechanics
Arena 6 is one of the hardest dungeons currently 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.
Colosseum 2 is currently the hardest dungeon available in the game as it features truly outrageous spawns along with all cards starting at level 1 in a rogue-style dungeon.
This means that higher Team Cost cards will level up more slowly along with Super Awakenings being disabled until the card reaches level 100 or higher. This can place numerous hurdles for Team Building and can make it difficult for Transforming teams to function as it will be harder to have sufficient Skill Boosts.
As a whole, I do not feel it is worth playing Colosseum 2 due to the significant difficulty jump from Alt. Arena 3 (AA3) and mediocre rewards. While the Latent TAMADRA (Extra Slot) drop is nice, GungHo has given out many of them for free (maybe 13 so far?) along with few viable spots to take advantage of them.
Regardless, I wish to explore how I built my own team along with addressing the major hurdles that can be found in Colosseum 2.
Video clear
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Notable Colosseum 2 mechanics
Colosseum 2 is currently the hardest dungeon available in North America and will push many teams to their limits. As such, it is important to understand the key mechanics that must be addressed.
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 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: Super Awakenings: – Typing: Attacker / Devil Available Killers: Weighted Stats (Limit Break): 552 (-) HP 2510 (-) / ATK 1325 (-) / RCV 109 (-) Weapon Assist:
Base Fasca is similar to Nelle in that she also provides a 7×6 board along with requiring 18 Skill Boosts 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: Super Awakenings: – Typing: Attacker / Devil Available Killers: 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 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 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 , 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: 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
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 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: Super Awakenings: – Typing: Balance / Devil Available Killers: Weighted Stats (Limit Break): 553 (-) HP 2610 (-) / ATK 1120 (-) / RCV 205 (-) Weapon Assist:
Base Nelle requires 18 Skill Boosts 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: Super Awakenings: – Typing: Balance / Devil Available Killers: 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 subs
20 SB 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 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: 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
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 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.
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