Theorycrafting: Challenge Dungeon #10
With the Challenge Dungeons hitting NA servers in Thanksgiving 2014, everyone wants to know how to beat the last floor and collect their skill up prize.
A quick rundown of the dungeon: Six floors, each one is an uber-powerful boss with crazy preemptives and insane DPS.
First floor you'll find D/D Hera, 4.2 mill HP, who comes in with a 31k preemptive attack, then swings for ~15k per turn until you bring her under 30% HP. She then alternates hitting you for 99% HP and 79k damage. At the 50% benchmark she also does a god bind for 5 turns.
Second floor comes D/D Beelzebub, 5.3 mill HP, who preemptives you for 2k while changing the whole board to poison. He alternates between 20k and 30k attacks until you bring him under 50% HP, at which point he repeats his preemptive, then starts swinging for 25k damage while turning 6 orbs a turn into poison.
Third floor is Zeus Dios (Wd/L), 3.2 mill HP, who preemptives you for 22.6k damage. He uses a first turn 999 turn status shield, then starts hitting for 14k a turn while converting away red orbs to jammer. At 50% HP and under, this turns into a 15.6k hit converting dark orbs to jammer. At sub 30% HP he gets rid of the orb converting and just blasts you for 35k damage per turn.
Fourth floor is another Zeus, D/L this time, 6.1 mill HP, who has a preemptive 5 combo or less absorption shield. He hits for 15.5k HP per turn while converting a random orb color to jammer, then at the 50% benchmark uses a god bind for 2-4 turns, then at 20% HP starts pounding you for 48k HP.
Fifth floor you'll find the last Zeus, L/L, with 4.1 mill HP. No preemptive, however he hits for 30k HP every turn, which turns into 48k at the 20% HP benchmark. At 50% HP he also has the 2-4 turn god bind.
Last floor, surprise, is F/F Hera, with 6.2 mill HP. Her preemptive is a bonus 10% chance for Fire orbs and Jammers too sky fall. She hits for 21k HP per turn while randomly converting Water to Jammer or any other color to Fire. At sub 50% HP, she puts on the 5 combo or less absorption shield, then swings for 32k HP per turn.
Initial thoughts: Bosses in this dungeon hit HARD. Traditional spike teams will suffer each turn they can't OHKO one of the floors. With all the orb conversion, Kirin and the other orb-reliant leads will be at mercy to RNG (Dios breaks fire every single turn, so Kirin wouldn't even be able to proc without actives, ever). Looking at grind teams, Odin is a straight up no due to bosses packing multihits. 4/2/4 Lucifer has a chance, albeit having to use countless stones on the god binds, while also being hard pressed to heal up the damage dealt, every single turn. He would need a team full of max-skilled gravities to reduce turns spent on each boss as much as possible, but each extra gravity is forgoing bind removal, panic delays, and heals.
Now the most obvious 'fuck it all' build would be double D/L Anubis. But ain't nobody got time for that.
Let's take it to Awoken Minerva.
Stalling: Minerva's 50% resistance to Light and Dark means every single boss besides Dios and F/F Hera will be at worst a long grind.
Damage: Unlike Lucifer teams, Minerva also provides 2.5x ATK to Fire and Dragon cards. Most of the dungeon she'll effectively be a 4/6.25/4 team.
Burst: To get rid off bosses she really doesn't like, Minerva will need some enhance or orb changing friends.
Bind Removal: Minerva is unbindable. At the very worst, she'll still have the net 75% damage resist provided by dual leads. However, since only god binds exist in this dungeon, chances are some of the subs will get away scot-free.
Take it to the team.
With the Challenge Dungeons hitting NA servers in Thanksgiving 2014, everyone wants to know how to beat the last floor and collect their skill up prize.
A quick rundown of the dungeon: Six floors, each one is an uber-powerful boss with crazy preemptives and insane DPS.
First floor you'll find D/D Hera, 4.2 mill HP, who comes in with a 31k preemptive attack, then swings for ~15k per turn until you bring her under 30% HP. She then alternates hitting you for 99% HP and 79k damage. At the 50% benchmark she also does a god bind for 5 turns.
Second floor comes D/D Beelzebub, 5.3 mill HP, who preemptives you for 2k while changing the whole board to poison. He alternates between 20k and 30k attacks until you bring him under 50% HP, at which point he repeats his preemptive, then starts swinging for 25k damage while turning 6 orbs a turn into poison.
Third floor is Zeus Dios (Wd/L), 3.2 mill HP, who preemptives you for 22.6k damage. He uses a first turn 999 turn status shield, then starts hitting for 14k a turn while converting away red orbs to jammer. At 50% HP and under, this turns into a 15.6k hit converting dark orbs to jammer. At sub 30% HP he gets rid of the orb converting and just blasts you for 35k damage per turn.
Fourth floor is another Zeus, D/L this time, 6.1 mill HP, who has a preemptive 5 combo or less absorption shield. He hits for 15.5k HP per turn while converting a random orb color to jammer, then at the 50% benchmark uses a god bind for 2-4 turns, then at 20% HP starts pounding you for 48k HP.
Fifth floor you'll find the last Zeus, L/L, with 4.1 mill HP. No preemptive, however he hits for 30k HP every turn, which turns into 48k at the 20% HP benchmark. At 50% HP he also has the 2-4 turn god bind.
Last floor, surprise, is F/F Hera, with 6.2 mill HP. Her preemptive is a bonus 10% chance for Fire orbs and Jammers too sky fall. She hits for 21k HP per turn while randomly converting Water to Jammer or any other color to Fire. At sub 50% HP, she puts on the 5 combo or less absorption shield, then swings for 32k HP per turn.
Initial thoughts: Bosses in this dungeon hit HARD. Traditional spike teams will suffer each turn they can't OHKO one of the floors. With all the orb conversion, Kirin and the other orb-reliant leads will be at mercy to RNG (Dios breaks fire every single turn, so Kirin wouldn't even be able to proc without actives, ever). Looking at grind teams, Odin is a straight up no due to bosses packing multihits. 4/2/4 Lucifer has a chance, albeit having to use countless stones on the god binds, while also being hard pressed to heal up the damage dealt, every single turn. He would need a team full of max-skilled gravities to reduce turns spent on each boss as much as possible, but each extra gravity is forgoing bind removal, panic delays, and heals.
Now the most obvious 'fuck it all' build would be double D/L Anubis. But ain't nobody got time for that.
Let's take it to Awoken Minerva.
Stalling: Minerva's 50% resistance to Light and Dark means every single boss besides Dios and F/F Hera will be at worst a long grind.
Damage: Unlike Lucifer teams, Minerva also provides 2.5x ATK to Fire and Dragon cards. Most of the dungeon she'll effectively be a 4/6.25/4 team.
Burst: To get rid off bosses she really doesn't like, Minerva will need some enhance or orb changing friends.
Bind Removal: Minerva is unbindable. At the very worst, she'll still have the net 75% damage resist provided by dual leads. However, since only god binds exist in this dungeon, chances are some of the subs will get away scot-free.
Take it to the team.
Minerva + Ronia/Ulti HeraUr/Uriel/FlareDrall + Minerva
At Hypermax, this team packs exactly 23.5k HP, just enough to tank Zeus Dios's preemptive strike. With a wimpy 3.8k RCV and two heart makers, it should be able to stall comfortably on most waves. The basic active combo, Ronia(Board to Fire and Dark orbs)->Minerva(Dark to Fire orbs) along with the 5 row enhances, deals 6 million damage even with no further combos skydrop (on a fresh board, there is a 60% chance of a skydrop). That of course, is assuming no enhanced orbs; popping Hera's enhance skyrockets the damage to over 18 million!
The Core
Justification of Ronia: This baby provides a third damage dealer and the boss wiping board change. She has sub-par RCV, but we'll have to bite the bullet on that.
Justification of Uvo Hera-Ur: Since most of the floors will be a grind, a gravity user for predictable damage is very helpful. In reality Hera is a flex slot; you simply need a fire-based orb enhancer. However, Uvo Hera-Ur provides the best card, since she doubles as a short cooldown gravity.
Justification of Uriel and FlareDrall: Like every single Fire team out there, this team suffers majorly from RCV problems. A big part of running this dungeon involves comboing hard enough to make use of the few heart orbs you have, and one heart orb maker is simply not enough. Flare Drall is a must include due to his orb change being on a 5 turn cooldown, while Uriel is obviously a stronger overall card with higher stats and also making Fire orbs. The other notable heart maker is Mitsuki, but her inclusion means Dios's preemptive will one shot you.
At Hypermax, this team packs exactly 23.5k HP, just enough to tank Zeus Dios's preemptive strike. With a wimpy 3.8k RCV and two heart makers, it should be able to stall comfortably on most waves. The basic active combo, Ronia(Board to Fire and Dark orbs)->Minerva(Dark to Fire orbs) along with the 5 row enhances, deals 6 million damage even with no further combos skydrop (on a fresh board, there is a 60% chance of a skydrop). That of course, is assuming no enhanced orbs; popping Hera's enhance skyrockets the damage to over 18 million!
The Core
Justification of Ronia: This baby provides a third damage dealer and the boss wiping board change. She has sub-par RCV, but we'll have to bite the bullet on that.
Justification of Uvo Hera-Ur: Since most of the floors will be a grind, a gravity user for predictable damage is very helpful. In reality Hera is a flex slot; you simply need a fire-based orb enhancer. However, Uvo Hera-Ur provides the best card, since she doubles as a short cooldown gravity.
Justification of Uriel and FlareDrall: Like every single Fire team out there, this team suffers majorly from RCV problems. A big part of running this dungeon involves comboing hard enough to make use of the few heart orbs you have, and one heart orb maker is simply not enough. Flare Drall is a must include due to his orb change being on a 5 turn cooldown, while Uriel is obviously a stronger overall card with higher stats and also making Fire orbs. The other notable heart maker is Mitsuki, but her inclusion means Dios's preemptive will one shot you.