[Primer] Red Sonia Team Composition
Extant Red Dragon Caller, Red Sonia has led to a huge metagame shift since she hit the scene. Half a year later, despite plenty of power creep and harder descends, her power remains untarnished. Her 1/6.25/6.25 team is incredibly versatile, able to spike up Kirin-level damage with row enhances and yet also heal on the same magnitude as top-tier Lucifer stall teams,
Table of Contents
Overview
Strengths
Weaknesses
Sub Options
Core Subs
Situational Subs
Budget Subs
Alternate Leaders
Sample Teams
Normal Dungeons
Descend Dungeons
Closing Words
Overview
Red Sonia (Ronia) teams are Devil-based teams. Ronia herself is a fire/dark Dragon/Devil with great hp and attack stats with subaverage rcv. What makes her team exceptional is the leader skill, providing 1/2.5/2.5 boosts, with two Ronia leaders giving 1/6.25/6.25. This means the team has decent attack and an unmatched rcv multiplier, allowing her to heal off any sort of damage with ease. In addition, Ronia's active changes the whole board to fire and dark orbs, often able to instakill mini boss waves without backup and guarantee boss kills on boss waves when paired with a King Baddie active. While 6.25x is a little underwhelming of a spike, Ronia teams utilize the same mechanic that made Satan and Dark Metatron teams famous--row enhances. Core Ronia subs will pack loads of row enhances to make her active spike out as much damage as possible. Team composition for Ronia teams are decently diverse, especially when compared to the other Sonias. Depending on the dungeon and availability, you can run Fire-based teams, Dark-based teams, or mix. There is no 'better' team, since each is good for different scenarios.
Strengths
Ronia teams are extremely consistent in what they do. When damage is needed, active skills will provide orbs to make rows for power. When stalling is needed, you simply stop matching red and dark orbs to not kill anything, or match small amounts to pick off a couple enemies. Three heart orbs and two to three combos will heal your team to full. This versatility allows Ronia to clear so many dungeons, faster than grind teams and more reliably than spike teams.
Weaknesses
Obviously if something can one-shot your Ronia team you'll need to kill it before it can kill you. Unlike spike teams, Ronia's power depends on active skills (predictable yet limited in quantity). Thus Ronia has a hard time in dungeons where you tackle multiple bosses back to back,
For newer players, Ronia teams have a whole 'nother set of problems. First off the quality of dungeons she can handle is directly proportionate to the quality of your team. A good team requires devil subs, many of which are rem-only and high team cost. These subs should also include row-enhance awakenings, which again requires team cost for the evolved versions of the subs, and makes some non-rem subs unfavorable. Furthermore, your team needs levels and +eggs in order to pack the hp to tank certain enemies. And finally, the team is incredibly susceptible to leader binds. With only Ronias being able to restore binds, should they become bound you will often find yourself thoroughly fucked.
Sub Options
Fire Core
Fire subs are associated with wealth, since all the good ones are either rem-only or require lots of investment. They provide the health pool for your team, along with some useful actives on longish cool downs.
Extant Red Dragon Caller, Sonia
HP-3097
ATK-1875
RCV-165
LS: Devil Cards ATK 2.5x and RCV 2.5x
AS: All orbs to dark and fire, 15 turns (20 turns)
Awakenings: Fire Row Enhance, Dark Row Enhance, Bind Recovery, 2x Skill Boost
Arguably the best sub for a Ronia team is another Ronia! An extra row enhance in each attribute along with a monster attack stat, and most importantly, a boss-slaying active makes a third Ronia fantastic on most compositions.
ATK-1875
RCV-165
LS: Devil Cards ATK 2.5x and RCV 2.5x
AS: All orbs to dark and fire, 15 turns (20 turns)
Awakenings: Fire Row Enhance, Dark Row Enhance, Bind Recovery, 2x Skill Boost
Arguably the best sub for a Ronia team is another Ronia! An extra row enhance in each attribute along with a monster attack stat, and most importantly, a boss-slaying active makes a third Ronia fantastic on most compositions.
Surging Demon Lord, Belial
HP-3240
ATK-1556
RCV-327
LS: Physical and Devil Cards ATK 2.5x and RCV 1.5x
AS: Counter damage taken with 3x Fire damage and Green orbs change to Red, 10 turns (20 turns)
Awakenings: Skill Boost, Fire Row Enhance, Skill Boost, Fire Row Enhance
Belial is incredible on primary-fire Ronia teams for his orb change and above-average RCV. The active cool down is pretty long, but is one of the only fire orb makers on a devil type card. While his pre ult-evo has a sub dark attribute, his ult is almost always better for the gigantic stat boosts.
ATK-1556
RCV-327
LS: Physical and Devil Cards ATK 2.5x and RCV 1.5x
AS: Counter damage taken with 3x Fire damage and Green orbs change to Red, 10 turns (20 turns)
Awakenings: Skill Boost, Fire Row Enhance, Skill Boost, Fire Row Enhance
Belial is incredible on primary-fire Ronia teams for his orb change and above-average RCV. The active cool down is pretty long, but is one of the only fire orb makers on a devil type card. While his pre ult-evo has a sub dark attribute, his ult is almost always better for the gigantic stat boosts.
Demolishing Creator, Shiva
HP-3331
ATK-1802
RCV-125
LS: Fire Cards ATK 3x
AS: Enhance Fire orbs and all enemy defense is 0 for one turn, 17 turns (22 turns)
Awakenings: Extend Time, 2x Fire Row Enhance, Skill Boost
Out of all the fire enhancers, Shiva is in general the best because of everything else he comes with. The epitome of fire type cards, his stats are just as great as Ronia's. Like Belial, he has the 2x Fire Row Enhances that give your team power, along with an orb movement extension (not that useful on Ronia teams, but there's utility in Thurday Dungeon). His active has a really long cool down, so if you're running Shiva on your team, you'll probably be finding a floor to stall on. Let's not forget the other effect of his active, which nullifies enemy defense for a turn. Most dungeons don't require this, but on the several that benefit from it, you'll be glad Ronia teams run Shiva so nicely.
ATK-1802
RCV-125
LS: Fire Cards ATK 3x
AS: Enhance Fire orbs and all enemy defense is 0 for one turn, 17 turns (22 turns)
Awakenings: Extend Time, 2x Fire Row Enhance, Skill Boost
Out of all the fire enhancers, Shiva is in general the best because of everything else he comes with. The epitome of fire type cards, his stats are just as great as Ronia's. Like Belial, he has the 2x Fire Row Enhances that give your team power, along with an orb movement extension (not that useful on Ronia teams, but there's utility in Thurday Dungeon). His active has a really long cool down, so if you're running Shiva on your team, you'll probably be finding a floor to stall on. Let's not forget the other effect of his active, which nullifies enemy defense for a turn. Most dungeons don't require this, but on the several that benefit from it, you'll be glad Ronia teams run Shiva so nicely.
Awoken Minerva
HP-3069
ATK-1609
RCV-368
LS: Fire & Dragon ATK 2.5x, Dark % Light Damage 50% Reduction
AS: Enemy defense 50% for 1 turn and Dark orbs to Fire, 5 turns (7 turns)
Awakenings: 2x Bind Resist, 2x Jammer Resist, Fire Row Enhance, Fire Orb Enhance, Skill Boost, Fire Resist
Obviously Minerva would only be used on primary-fire teams due to her active removing Dark orbs, but she does her job so well. Monstrous RCV for a Fire attribute allows Mono-Fire Ronia teams to heal easily, while her active removes the variation from Ronia's active. Don't think Minerva's active can only be used on bosses, either; with a low unskilled cool down of 7, she provides fire Ronia teams with one of the lowest orb-changing cooldowns possible.
ATK-1609
RCV-368
LS: Fire & Dragon ATK 2.5x, Dark % Light Damage 50% Reduction
AS: Enemy defense 50% for 1 turn and Dark orbs to Fire, 5 turns (7 turns)
Awakenings: 2x Bind Resist, 2x Jammer Resist, Fire Row Enhance, Fire Orb Enhance, Skill Boost, Fire Resist
Obviously Minerva would only be used on primary-fire teams due to her active removing Dark orbs, but she does her job so well. Monstrous RCV for a Fire attribute allows Mono-Fire Ronia teams to heal easily, while her active removes the variation from Ronia's active. Don't think Minerva's active can only be used on bosses, either; with a low unskilled cool down of 7, she provides fire Ronia teams with one of the lowest orb-changing cooldowns possible.
Awoken Dancing Queen Hera-Ur
HP-3644
ATK-1728
RCV-122
LS: Devil Cards 1.2/3/1.2 boosts
AS: Enhance Fire orbs and 10% gravity, 12 turns (16 turns)
Awakenings: Fire Resist, Fire Orb Enhance, Enhanced ATK, 2-Pronged Attack, Fire Row Enhance, Skill Boost
Hera is really a better alternate leader than sub for Ronia teams. Only one Fire Row Enhance means other fire subs outclass her in terms of damage output against bosses. Her active is very sweet, along with a massive hp pool.
ATK-1728
RCV-122
LS: Devil Cards 1.2/3/1.2 boosts
AS: Enhance Fire orbs and 10% gravity, 12 turns (16 turns)
Awakenings: Fire Resist, Fire Orb Enhance, Enhanced ATK, 2-Pronged Attack, Fire Row Enhance, Skill Boost
Hera is really a better alternate leader than sub for Ronia teams. Only one Fire Row Enhance means other fire subs outclass her in terms of damage output against bosses. Her active is very sweet, along with a massive hp pool.
Dark Core
Dark subs are just as useful as fire subs. A noticeable drop in hp is made up with far more rcv than necessary. A lot of good orb changing on short cool down is found within the dark subs, which is why even top tier fire teams splash dark to make use of this. You'll also notice there's a lot more relevant dark subs than fire subs.
Hell-Shaking Archdemon, Lucifer
Dark subs are just as useful as fire subs. A noticeable drop in hp is made up with far more rcv than necessary. A lot of good orb changing on short cool down is found within the dark subs, which is why even top tier fire teams splash dark to make use of this. You'll also notice there's a lot more relevant dark subs than fire subs.
Hell-Shaking Archdemon, Lucifer
HP-2528
ATK-1406
RCV-554
LS: Devil Cards ATK 2.5x and RCV 2x
AS: Enhance Dark orbs and 150k Dark damage to light enemies, 5 turns (20 turns)
Awakenings: Skill Boost, Dark Row Enhance, Skill Boost, Dark Row Enhance
Evil lucifer creates a great presence on primary-dark teams with his double row enhances and dark orb enhancing active. Even in dungeons that don't have light enemies, His row enhances are so relevant it's worth running him anyway.
ATK-1406
RCV-554
LS: Devil Cards ATK 2.5x and RCV 2x
AS: Enhance Dark orbs and 150k Dark damage to light enemies, 5 turns (20 turns)
Awakenings: Skill Boost, Dark Row Enhance, Skill Boost, Dark Row Enhance
Evil lucifer creates a great presence on primary-dark teams with his double row enhances and dark orb enhancing active. Even in dungeons that don't have light enemies, His row enhances are so relevant it's worth running him anyway.
Hell-Creating Archdemon, Lucifer
HP-1928
ATK-1706
RCV-554
LS: Attacker Cards ATK 3x and HP 1.35x
AS: Enhance Dark orbs and 150k Dark damage to light enemies, 5 turns (20 turns)
Awakenings: Skill Boost, Dark Row Enhance, Skill Boost, Dark Row Enhance
What's scarier than an evil lucifer? Another evil lucifer. This one is more of a pimped out team's sub due to his abysmal hp pool. On a primary-dark team, the previous Lucifer is preferable, but D/D Lucifer is incredible on a mixed team, where you'll really feel the attack difference when clearing normal waves.
ATK-1706
RCV-554
LS: Attacker Cards ATK 3x and HP 1.35x
AS: Enhance Dark orbs and 150k Dark damage to light enemies, 5 turns (20 turns)
Awakenings: Skill Boost, Dark Row Enhance, Skill Boost, Dark Row Enhance
What's scarier than an evil lucifer? Another evil lucifer. This one is more of a pimped out team's sub due to his abysmal hp pool. On a primary-dark team, the previous Lucifer is preferable, but D/D Lucifer is incredible on a mixed team, where you'll really feel the attack difference when clearing normal waves.
Banishing Claw Byakko, Haku
HP-3293
ATK-1741
RCV-179
LS: 3.5x ATT when attacking with Dark, Water, and Fire simultaneously
AS: Change all orbs to Dark, Water, and Fire, 9 turns (14 turns)
Awakenings: Dark Orb Enhance, Fire Orb Enhance, Water Orb Enhance, 2x Dark Row Enhance, TPA, Skill Boost
Byakko is so incredible on Ronia teams it's not even funny. Beastly stats, 2x Dark row enhances, along with an active that creates plenty of dark and fire orbs.
ATK-1741
RCV-179
LS: 3.5x ATT when attacking with Dark, Water, and Fire simultaneously
AS: Change all orbs to Dark, Water, and Fire, 9 turns (14 turns)
Awakenings: Dark Orb Enhance, Fire Orb Enhance, Water Orb Enhance, 2x Dark Row Enhance, TPA, Skill Boost
Byakko is so incredible on Ronia teams it's not even funny. Beastly stats, 2x Dark row enhances, along with an active that creates plenty of dark and fire orbs.
Queen of Condemnation, Persephone
HP-2939
ATK-1407
RCV-510
LS: Dark and Fire Cards 1.5/1.5/1.5 boosts
AS: Heart and Light orbs to Dark, 9 turns (16 turns)
Awakenings: Enhanced HP, Enhanced ATK, TPA, Skill Boost
Persephone is here mostly because of her active, which is powerful on both mixed and primary-dark teams. Without high attack or row enhances, she's essentially just that great orb change. Be sure to include lots of dark row enhances if you're using her as a sub.
ATK-1407
RCV-510
LS: Dark and Fire Cards 1.5/1.5/1.5 boosts
AS: Heart and Light orbs to Dark, 9 turns (16 turns)
Awakenings: Enhanced HP, Enhanced ATK, TPA, Skill Boost
Persephone is here mostly because of her active, which is powerful on both mixed and primary-dark teams. Without high attack or row enhances, she's essentially just that great orb change. Be sure to include lots of dark row enhances if you're using her as a sub.
Gryps Rider, Vector
HP-2150
ATK-1566
RCV-86
LS: Attacker Cards ATK 2.5x
AS: Light orbs to Dark and Heart orbs to Light, 8 turns (13 turns)
Awakenings: Dark Row Enhance, Enhanced ATK, Light Row Enhance, TPA, Skill Bind Resist, TPA
Gryps rider is not optimal because of his low hp pool. However, he provides light->dark orbs and a single dark row enhance, so he's still a decent option.
ATK-1566
RCV-86
LS: Attacker Cards ATK 2.5x
AS: Light orbs to Dark and Heart orbs to Light, 8 turns (13 turns)
Awakenings: Dark Row Enhance, Enhanced ATK, Light Row Enhance, TPA, Skill Bind Resist, TPA
Gryps rider is not optimal because of his low hp pool. However, he provides light->dark orbs and a single dark row enhance, so he's still a decent option.
Crazed King of Purgatory, Beelzebub
HP-2473
ATK-2115
RCV-250
LS: Devil Cards HP 2x, ATK 2.5x
AS: Heal 4649 HP and enhance Dark orbs, 6 turns (10 turns)
Awakenings: Dark Orb Enhance, Blind Resist, TPA, Bind Resist, 2x Skill Boost, TPA, Poison Resist
Crazy, crazy, crazy good. Although he provides no row enhances, his double Two-Pronged attacks, along with his monstrous attack stat let him singlehandedly wipe out bosses. He's really good when paired with a team of orb changers so that he can clear hard floors back to back.
ATK-2115
RCV-250
LS: Devil Cards HP 2x, ATK 2.5x
AS: Heal 4649 HP and enhance Dark orbs, 6 turns (10 turns)
Awakenings: Dark Orb Enhance, Blind Resist, TPA, Bind Resist, 2x Skill Boost, TPA, Poison Resist
Crazy, crazy, crazy good. Although he provides no row enhances, his double Two-Pronged attacks, along with his monstrous attack stat let him singlehandedly wipe out bosses. He's really good when paired with a team of orb changers so that he can clear hard floors back to back.
BAO Batman+S. Gloves Act FB
HP-3903
ATK-1398
RCV-52
LS: Light Cards ATK 3.5x when HP>80%
AS: Delay 2 turns, 9 turns (14 turns)
Awakenings: Dark Orb Enhance, Light Orb Enhance, Dark Row Enhance, Bind Resist, Light Row Enhance, 2x Skill Boost
Incredible hp pool, a dark row enhance, and a delay make batman good on any Ronia team. He's pretty rare for a card, but has great utility so you should always try to make space for him.
ATK-1398
RCV-52
LS: Light Cards ATK 3.5x when HP>80%
AS: Delay 2 turns, 9 turns (14 turns)
Awakenings: Dark Orb Enhance, Light Orb Enhance, Dark Row Enhance, Bind Resist, Light Row Enhance, 2x Skill Boost
Incredible hp pool, a dark row enhance, and a delay make batman good on any Ronia team. He's pretty rare for a card, but has great utility so you should always try to make space for him.
Divine Flying General, Lu Bu
HP-2613
ATK-2093
RCV-0
LS: Devil Cards HP 1.35x, ATK 3x
AS: Devil 2.5x ATK for 1 turn and reduce hp to 1, 12 turns (16 turns)
Awakenings: Dark Row Enhance, Dark Orb Enhance, Bind Resist, Skill Boost
Lu Bu gave Ronia teams so much more power than they had before. King Baddie has terrible stats, and this guy gives nearly the same attack boost with his active. He also has a great leader skill to pair with Ronia.
ATK-2093
RCV-0
LS: Devil Cards HP 1.35x, ATK 3x
AS: Devil 2.5x ATK for 1 turn and reduce hp to 1, 12 turns (16 turns)
Awakenings: Dark Row Enhance, Dark Orb Enhance, Bind Resist, Skill Boost
Lu Bu gave Ronia teams so much more power than they had before. King Baddie has terrible stats, and this guy gives nearly the same attack boost with his active. He also has a great leader skill to pair with Ronia.
Dark Liege, Vampire Duke
HP-2896
ATK-1268
RCV-463
LS: Dark Cards ATK 2x, RCV 2x
AS: Heart orbs to Dark, 5 turns (11 turns)
Awakenings: Enhanced HP, Dark Orb Enhance, Enhanced ATK
Don't scoff at DW Vampire like he's some ancient relic of the past. He comes from a time where orb changes come on nifty 5 turn cool downs. What he lacks in stats and awakenings he more than makes up for with this orb change; with skill boosts his orb change can come online at the start of a dungeon, making it easier to sweep descends with dangerous first floors.
ATK-1268
RCV-463
LS: Dark Cards ATK 2x, RCV 2x
AS: Heart orbs to Dark, 5 turns (11 turns)
Awakenings: Enhanced HP, Dark Orb Enhance, Enhanced ATK
Don't scoff at DW Vampire like he's some ancient relic of the past. He comes from a time where orb changes come on nifty 5 turn cool downs. What he lacks in stats and awakenings he more than makes up for with this orb change; with skill boosts his orb change can come online at the start of a dungeon, making it easier to sweep descends with dangerous first floors.
Awoken Zeus Stratios
HP-4087
ATK-1722
RCV-(-100)
LS: Dark 4x ATK when HP<50%
AS: 35% gravity, 20 turns (35 turns)
Awakenings: TPA, Dark Orb Enhance, TPA
Despite the negative RCV, amplified to -625 by dual Ronia leads, Stratios is a great sub for primary-dark teams. His stats are everything dark teams want, higher hp while toning down the more-than-sufficient RCV. His two-prong attacks make clearing pre-boss waves a breeze even without Ronia actives, and his gravity often means you don't need a Baddie/Lu-Bu active to kill the final boss.
ATK-1722
RCV-(-100)
LS: Dark 4x ATK when HP<50%
AS: 35% gravity, 20 turns (35 turns)
Awakenings: TPA, Dark Orb Enhance, TPA
Despite the negative RCV, amplified to -625 by dual Ronia leads, Stratios is a great sub for primary-dark teams. His stats are everything dark teams want, higher hp while toning down the more-than-sufficient RCV. His two-prong attacks make clearing pre-boss waves a breeze even without Ronia actives, and his gravity often means you don't need a Baddie/Lu-Bu active to kill the final boss.
Divine Queen Hera
HP-3240
ATK-1596
RCV-308
LS: Devils ATK 3.5x when HP>80%
AS: 30% gravity, 15 turns (30 turns)
Awakenings: Dark Damage Resist, Dark Orb Enhance, Enhanced ATK
Hera's gravity is great for ensuring a kill on a boss wave, even without attack enhancement such as King Baddie. Although farmable, running more than one is suboptimal due to her lack of row enhances. However, she makes a great stat stick, with high stats all around.
ATK-1596
RCV-308
LS: Devils ATK 3.5x when HP>80%
AS: 30% gravity, 15 turns (30 turns)
Awakenings: Dark Damage Resist, Dark Orb Enhance, Enhanced ATK
Hera's gravity is great for ensuring a kill on a boss wave, even without attack enhancement such as King Baddie. Although farmable, running more than one is suboptimal due to her lack of row enhances. However, she makes a great stat stick, with high stats all around.
Abyssal Hell Deity Jackal, Anubis
HP-3348
ATK-1350
RCV-488
LS: ATK 10-15x for 10-15 combos.
AS: Counter damage taken with 3x Dark damage and Wood orbs change to Dark, 10 turns (20 turns)
Awakenings: 2x Bind Resist, Time Extension, Autoheal
Not the best sub due to his lack of dark row enhances. However, on a primary-dark team with more than enough row enhances, Anubis provides the unique orb change of Wood->Dark that allows sweeping of pre-boss waves.
ATK-1350
RCV-488
LS: ATK 10-15x for 10-15 combos.
AS: Counter damage taken with 3x Dark damage and Wood orbs change to Dark, 10 turns (20 turns)
Awakenings: 2x Bind Resist, Time Extension, Autoheal
Not the best sub due to his lack of dark row enhances. However, on a primary-dark team with more than enough row enhances, Anubis provides the unique orb change of Wood->Dark that allows sweeping of pre-boss waves.
Situational Subs
They may not have the stats or awakenings, but these subs have some game-changing actives that are so good you'll be willing to throw out one or two slots for them.
King Baddie
They may not have the stats or awakenings, but these subs have some game-changing actives that are so good you'll be willing to throw out one or two slots for them.
King Baddie
HP-1166
ATK-746
RCV-90
LS: None
AS: 3x Devil ATK for 1 turn, 12 turns (17 turns)
Awakenings: 2x Enhanced ATK
Ah, good old King Baddie. Any Ronia player can pick one up easy since he's farmable and easy to evolve. The active is incredibly powerful, allowing easy boss clears with Ronia active->King Baddie active->millions of damage.
ATK-746
RCV-90
LS: None
AS: 3x Devil ATK for 1 turn, 12 turns (17 turns)
Awakenings: 2x Enhanced ATK
Ah, good old King Baddie. Any Ronia player can pick one up easy since he's farmable and easy to evolve. The active is incredibly powerful, allowing easy boss clears with Ronia active->King Baddie active->millions of damage.
Jester Dragon, Drawn Joker
HP-2341
ATK-1033
RCV-472
LS: 50% Dark and Water Damage Reduction
AS: Light orbs change to Hearts, 5 turns (11 turns)
Awakenings: 2x Light Damage Reduction, Bind Resist
After repeated buffs over the years, JD actually has decent stats. His heart making active is crucial in certain dungeons, and when max-skilled on a 5 turn cooldown, it allows for crazy stalling potential. Also able to be paired with Vampire's heartbreak to convert giant chunks of the board to Dark.
ATK-1033
RCV-472
LS: 50% Dark and Water Damage Reduction
AS: Light orbs change to Hearts, 5 turns (11 turns)
Awakenings: 2x Light Damage Reduction, Bind Resist
After repeated buffs over the years, JD actually has decent stats. His heart making active is crucial in certain dungeons, and when max-skilled on a 5 turn cooldown, it allows for crazy stalling potential. Also able to be paired with Vampire's heartbreak to convert giant chunks of the board to Dark.
Crimson Lotus Mistress, Echidna
HP-1277
ATK-1349
RCV-650
LS: 5x ATK damage dealt after every orb match
AS: Delay 3 turns to all enemies, 10 turns (15 turns)
Awakenings: Blind Resist, Enhanced RCV, Enhanced ATK
The only non-devil you will ever use on a good Ronia team. Echidna's delay has been breaking the game since day one, and despite not being a devil she's still great to have around against bosses. Besides, even without Ronia's buffs she still has higher RCV than some people (King Baddie).
ATK-1349
RCV-650
LS: 5x ATK damage dealt after every orb match
AS: Delay 3 turns to all enemies, 10 turns (15 turns)
Awakenings: Blind Resist, Enhanced RCV, Enhanced ATK
The only non-devil you will ever use on a good Ronia team. Echidna's delay has been breaking the game since day one, and despite not being a devil she's still great to have around against bosses. Besides, even without Ronia's buffs she still has higher RCV than some people (King Baddie).
Fertility Deity, Evil Ceres
HP-2574
ATK-1161
RCV-741
LS: 55% Wood and Dark Damage Reduction
AS: Full HP and Bind recovery, 10 turns (20 turns)
Awakenings: Bind Recovery, 2x Bind Resist, Autoheal
Not only does Ceres get incredibly hot after her ulti, she also becomes a devil! Being off-color along with no row enhances and crappy HP means she's not around simply for her stats (it's for her looks). However, Ceres is unbindable and comes with a Full HP and Bind recovery, meaning bosses that like to bind your whole team will do a grand total of nothing to your team. Less notable is that her active will fully heal you, and her RCV is the highest of any devil (but Ronia really doesn't give a shit).
ATK-1161
RCV-741
LS: 55% Wood and Dark Damage Reduction
AS: Full HP and Bind recovery, 10 turns (20 turns)
Awakenings: Bind Recovery, 2x Bind Resist, Autoheal
Not only does Ceres get incredibly hot after her ulti, she also becomes a devil! Being off-color along with no row enhances and crappy HP means she's not around simply for her stats (it's for her looks). However, Ceres is unbindable and comes with a Full HP and Bind recovery, meaning bosses that like to bind your whole team will do a grand total of nothing to your team. Less notable is that her active will fully heal you, and her RCV is the highest of any devil (but Ronia really doesn't give a shit).
Budget Subs
Not everybody has the luxury of extra Ronias, and not everybody has the team to farm up an ult-Beelzebub. Fear not, your Ronia team can function with these second-hand farmable subs just as easily! (Probably not just as easily... but still)
Flame Twin Star Ifrit
Not everybody has the luxury of extra Ronias, and not everybody has the team to farm up an ult-Beelzebub. Fear not, your Ronia team can function with these second-hand farmable subs just as easily! (Probably not just as easily... but still)
Flame Twin Star Ifrit
HP-2857
ATK-1538
RCV-220
LS: ATK 2.5-3x When Attacking with 5-6 Connected Fire Orbs
AS: 30x Fire attack to all enemies and 1.3x Fire ATK for 2 turns, 8 turns (30 turns)
Awakenings: Fire Row Enhance, Skill Boost, Fire Row Enhance
This is essentially a poverty Belial. Very close stats and awakenings make Ifrit a star of the farmable subs. However, when it comes to the hardest of dungeons, every single active skill on the team counts, and Ifrit's is simply not up to par (a 22% gravity is equivalent to permanently dealing 1.3x damage to the boss, not to mention who the hell is gonna max skill this guy). If you're wondering why in the world he's considered farmable, you can actually get one to drop from Hera-Ur. It's pretty stamina consuming though, estimated at 5-10% drop rate.
ATK-1538
RCV-220
LS: ATK 2.5-3x When Attacking with 5-6 Connected Fire Orbs
AS: 30x Fire attack to all enemies and 1.3x Fire ATK for 2 turns, 8 turns (30 turns)
Awakenings: Fire Row Enhance, Skill Boost, Fire Row Enhance
This is essentially a poverty Belial. Very close stats and awakenings make Ifrit a star of the farmable subs. However, when it comes to the hardest of dungeons, every single active skill on the team counts, and Ifrit's is simply not up to par (a 22% gravity is equivalent to permanently dealing 1.3x damage to the boss, not to mention who the hell is gonna max skill this guy). If you're wondering why in the world he's considered farmable, you can actually get one to drop from Hera-Ur. It's pretty stamina consuming though, estimated at 5-10% drop rate.
Awoken Hera-Ur
HP-3444
ATK-1578
RCV-122
LS: Devil Cards ATK 3x
AS: Enhance Dark and Fire orbs, 10 turns (15 turns)
Awakenings: Fire Resist, Fire Orb Enhance, Enhanced ATK
In a pinch, this baby will suffice for your devil team. Sad to say, Hera-Ur's great hp pool and dual enhance is not enough to make up for her lack of utility. Primary-fire teams have fire enhancers with far more damage output in the form of row awakenings (see above Shiva, Dancing Hera-Ur) while mixed teams appreciate more orb-changers or anything that isn't simply a statstick.
ATK-1578
RCV-122
LS: Devil Cards ATK 3x
AS: Enhance Dark and Fire orbs, 10 turns (15 turns)
Awakenings: Fire Resist, Fire Orb Enhance, Enhanced ATK
In a pinch, this baby will suffice for your devil team. Sad to say, Hera-Ur's great hp pool and dual enhance is not enough to make up for her lack of utility. Primary-fire teams have fire enhancers with far more damage output in the form of row awakenings (see above Shiva, Dancing Hera-Ur) while mixed teams appreciate more orb-changers or anything that isn't simply a statstick.
5 Mechdragon Combo, Demon Hadar
HP-4318
ATK-1709
RCV-98
LS: Dark and Devil Cards ATK 2.5x
AS: Enhance Dark orbs and 30k damage to all enemies, 13 turns (20 turns)
Awakenings: Dark Row Enhance, Skill Boost, TPA, Autoheal
Most noticeable about this guy is his ridiculous hp; very few subs can compete with his enormous 4.3k. Hadar is a very solid sub for Ronia teams, and sometimes Lucifer can be swapped out for this guy to meet HP thresholds in certain dungeons. On top tier teams where an extra 1.5k hp isn't making that much of a difference, extra dark row enhances or an orb changing skill is preferable. However, Hadar is one of the easiest subs to obtain, guaranteed for just 500 stamina. (Run Dark Mechdragon 5 times, each of the other Mechdragons once, and Keeper of Gold once. Note that un-ulti'd Hadar can be pre-awakened by feeding him 4 copies of himself.) He doesn't even require exp to evolve because he comes in his 6-star form.
ATK-1709
RCV-98
LS: Dark and Devil Cards ATK 2.5x
AS: Enhance Dark orbs and 30k damage to all enemies, 13 turns (20 turns)
Awakenings: Dark Row Enhance, Skill Boost, TPA, Autoheal
Most noticeable about this guy is his ridiculous hp; very few subs can compete with his enormous 4.3k. Hadar is a very solid sub for Ronia teams, and sometimes Lucifer can be swapped out for this guy to meet HP thresholds in certain dungeons. On top tier teams where an extra 1.5k hp isn't making that much of a difference, extra dark row enhances or an orb changing skill is preferable. However, Hadar is one of the easiest subs to obtain, guaranteed for just 500 stamina. (Run Dark Mechdragon 5 times, each of the other Mechdragons once, and Keeper of Gold once. Note that un-ulti'd Hadar can be pre-awakened by feeding him 4 copies of himself.) He doesn't even require exp to evolve because he comes in his 6-star form.
Other Devils
Any devil can be used on a Ronia team and have some use, but again if you're looking for a top tier team, every piece of the card you're using must do something useful on the team. Off-color, low-stat, and crap-awoken skills will always make a card less desirable than others above.
Alternate Leaders
Devil teams have been around for quite a while, and Ronia can be easily paired off with several other leaders, most notably to fix low HP problems, but also for additional ATK multiplier.
Devil teams have been around for quite a while, and Ronia can be easily paired off with several other leaders, most notably to fix low HP problems, but also for additional ATK multiplier.
Divine Flying General, Lu Bu
Easily the most common dual lead with Ronia, he patches up every single one of her problems. His LS provides devils with 1.35/3/1 boosts, while his AS provides a 2.5x devil ATK enhance for a turn at the cost of reducing HP to 1. Combined, Ronia teams have their HP boosted from ~20k to ~27k, able to tank far more hits. Just as important, Lu Bu takes out the need for running a King Baddie, providing a significant increase in all three stats. The trade-off is greatly reduced RCV (so is running any alternate lead) and one less massive board change, but oftentimes, especially in pimped out teams, the RCV loss can be made up with by combos and an extra Ronia can be run as a sub for the active.
Crazed King of Purgatory, Beelzebub
This monster grants devils 2/2.5/1 boosts, allowing Ronia teams, even with a king baddie to hit around 32k HP. His active is not quite as impressive, healing a little HP and enhancing Dark orbs. Beelzebub does best on a primary Dark team, where constant orb changing lets him use his double TPA for maximum damage and higher RCV subs lets the team stall better. The obvious benefit for running this guy is the great HP pool; without a king baddie, a team can go upwards of 35k-40k HP. Add on a heart maker or very high RCV devils, and suddenly the team can stall a couple turns even against some hard-hitting bosses.