Tag Archives: Takeminakata Tournement

Takeminakata Tournament – No Active Skills Strategy

Takeminakata Tournament – No Active Skills  is another ranking dungeon being released that somewhat levels the playing field as the no active restriction will be imposed. This automatically removes some silly cheese teams that had excessive rare subs that most players had no access to compared to earlier tournaments. This also means we will be solely based upon our matching skills and with only 5 floors, our amount of combos matched will also be rewarded.

There has been a lot of calculations done in order to min/max your ranking score and it has been determined that that in a 5-floor dungeon, additional combos and cascades/skyfalls help your score. This does not mean teams solely focused on speed will do poorly, but players who are able to match combos faster will be more heavily rewarded.

 Floor  Monster  HP  Comments
 1 Firon
DQXQ skill up
Lubu skillup
 2  Gigas  323,275
 3  Blue dragon  1,686,714 Pre-emptively turns one type of orbs in to jammers. Jammer Resist increases run consistency
50% wood resistance
 4  Generate Earch Dragon  1,341,526  -99% Pre-emptive gravity
 5  Takamin  3,352,475 God typing which means monsters with God Killer God Killer awakenings do triple damage.

There are no silly mechanics such as 10 million defence PreDRAs Fire PreDRA and the main hurdle to overcome for rainbow teams is the pre-emptive jammers on floor 3.

In these ranking dungeons, we are scored based on 3 criteria:

  1. Average combos made: 5,000 points per combo
  2. Time Remaining: 500 points per second remaining
  3. Maximum damage: up to 10,000 points if you hit 40 million.

Taking a look at the JP server’s top 10 list, it becomes apparent that high time extend Time Extend teams paired with large multiplier leads excel. Furthermore, the Ra Dragon Ra Dragon users (can also be extended to any rainbow team too) brought a reasonable amount of jammer resistance Jammer Resist to ensure consistent activation on floor 3.

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