For Best Friend slot, there are 49 candidates. First one picked will get the best friend slot.
The winner is number 35
ID: 333,429,432
in-game name: Migeru
Congratulations!
For present, there are 8 candidates. First one picked is the winner.
The winner is number 4
ID: 360,450,411
in-game name: Toast
Congratulations!
The rest (including the ones who didn't get picked from the first or second drawings) are 55 candidates. They will be assigned new number and I will do three drawings to determine the three winners who will get latent killers.
The winners are:
Number 48
ID: 312,344,437
in-game name: Cadistra
Number 41
ID: 326,148,368
in-game name: (not given, but it's brandn from ID search. please confirm your in-game name. Also, this player doesn't have any free slot on his/her friend list so I can't send him/her an invite. Please frees up a slot so that I could send you an invite. I will choose another winner in three days if I still can't send him an invite.)
Number 16. ID: 382,942,453 in-game name: Black0192
Congratulations!
For those who get the latent killers, please make a trade and choose "specific friend" and choose my in-game name: sgt502. Trade whatever items that can be trade for latent killer tamadra. If only there's a way for me to give you free latent killer tamadra without trading, I'd gladly do so. I check the trade section quite often so you will have your latent killer in a day or so.
Please leave a comment, good luck and have fun.
See you next time!
13 March 2020
06 March 2020
March 2020 Quest - Challenge Level 8 (Fixed Team)
This month's Challenge Level 8 with fixed team is pretty neat and easy. As always, GungHo already provided us with needed skills to defeat the enemies. All you need to know is how to activate the leader skills and when to use a specific skill.
Leader is Takamimusubi. His leader skill is "[No Skyfall Combos]; 4x ATK when attacking with 4+ attributes, 5x ATK when 6 orbs or less remaining on the board after matching"
Pretty strong in terms of ATK multiplier but he doesn't have any survivability. No built-in shield, no HP and no RCV multiplier. His skill extends move time to 3x from the original move time and 3-turn haste to all allies at 20 cd. Pretty long but it's backed up by his awakenings of four skill boosts.
First sub is Ruddy. he also has four skill boosts, two 7c one L-unlock, guard break and skill bind resist. his skill changes heal to dark and recovers 30% of max hp for 3 turns at only 7 cd.
Second sub is Shamash. She has bind proof, skill bind resist, two time extend, one skill boost and one skill charge. her skill does 30% gravity and clears bind (including awoken bind) by 3 turns at 20 cd. The same as Takamimusubi.
Third sub is PAD Academy Kali. She has three skill boosts, skill bind resist, two time extend+, two wood rows and bind proof. her skill is the usual. Creates a full board of all attributes and heal at 7 cd.
Last sub is Vigo. He has one skill boost, skill bind resist, one time extend, one skill charge and one physical and two healer killers (updated from one healer killer as part of the DBDC makes another return into PAD). His skill voids enemies' defense for 1 turn (the effect carries over on sweeping the floor) while changes heal and poison into water orbs at 13 cd.
This team has 17 skill boosts, covers all attributes guard break and two sub has skill charge. As for move time, this team has 9.5 seconds in total. Should be adequate.
First floor is a bunch of evo mask. Activate leader skills and you will defeat them all. It doesn't matter if you aren't making mass attack because they don't have a lof of defense and HP.
Second floor has 99% gravity as preemptive. You can stall a turn but I'd advise not to because Griffin's first turn move is binding random card for 2~3 turns. Depends on who gets the bind, you might spend some turn stalling on the next floor. Activate the leader skills and defeat him immediately. You don't need to heal if you don't have enough heal orbs on the board. The next floor doesn't have any preemptive damage.
Third floor is Extreme King Metal Dragon. He has a lot of defense. Takamimusubi and possibly Ruddy is the only one who can pierce through his defense. The best method to defeat him is by using Kali to get all attributes and match them to activate Ruddy's guard break. He doesn't have a lot of HP so even if Ruddy does damage lower than his defense, his guard break will goes through.
Fourth floor is Light Izanami who will binds all cards for 2 turns. Don't worry. Use Shamash to clear the bind, followed by using Ruddy to change all heal orbs into dark. Now you got a lot of dark orbs. Then use Takamimusubi. We actually need the haste from Takamimusubi more than his extended move time. Since Shamash also erases 30% of Izanami's HP with gravity, it's even easier to defeat her. Don't forget to leave 6 orbs or less remaining on the board after matching to activate the leader skills.
The boss is Wisedragon Apolluo. He has massive defense and pretty big HP. The interesting part is that he doesn't have status shield. Here's how to defeat him:
1. First use Vigo to nullify his massive defense
2. Use Takamimusubi for the haste. This will bring both Kali and Ruddy up and ready.
3. Use Kali to get all attributes and heal.
4. Use Ruddy to change all heal into dark. Now we have a lot of dark orbs. Ruddy also has attribute advantage over Apolluo so Ruddy will do the most damage to Apolluo.
Take your time matching thanks to extended move time. Don't forget to leave 6 orbs or less remaining on the board after matching. You will defeat him for sure.
Pretty neat, huh?
Good luck and have fun. See you next time!
Leader is Takamimusubi. His leader skill is "[No Skyfall Combos]; 4x ATK when attacking with 4+ attributes, 5x ATK when 6 orbs or less remaining on the board after matching"
Pretty strong in terms of ATK multiplier but he doesn't have any survivability. No built-in shield, no HP and no RCV multiplier. His skill extends move time to 3x from the original move time and 3-turn haste to all allies at 20 cd. Pretty long but it's backed up by his awakenings of four skill boosts.
First sub is Ruddy. he also has four skill boosts, two 7c one L-unlock, guard break and skill bind resist. his skill changes heal to dark and recovers 30% of max hp for 3 turns at only 7 cd.
Second sub is Shamash. She has bind proof, skill bind resist, two time extend, one skill boost and one skill charge. her skill does 30% gravity and clears bind (including awoken bind) by 3 turns at 20 cd. The same as Takamimusubi.
Third sub is PAD Academy Kali. She has three skill boosts, skill bind resist, two time extend+, two wood rows and bind proof. her skill is the usual. Creates a full board of all attributes and heal at 7 cd.
Last sub is Vigo. He has one skill boost, skill bind resist, one time extend, one skill charge and one physical and two healer killers (updated from one healer killer as part of the DBDC makes another return into PAD). His skill voids enemies' defense for 1 turn (the effect carries over on sweeping the floor) while changes heal and poison into water orbs at 13 cd.
This team has 17 skill boosts, covers all attributes guard break and two sub has skill charge. As for move time, this team has 9.5 seconds in total. Should be adequate.
First floor is a bunch of evo mask. Activate leader skills and you will defeat them all. It doesn't matter if you aren't making mass attack because they don't have a lof of defense and HP.
Second floor has 99% gravity as preemptive. You can stall a turn but I'd advise not to because Griffin's first turn move is binding random card for 2~3 turns. Depends on who gets the bind, you might spend some turn stalling on the next floor. Activate the leader skills and defeat him immediately. You don't need to heal if you don't have enough heal orbs on the board. The next floor doesn't have any preemptive damage.
Third floor is Extreme King Metal Dragon. He has a lot of defense. Takamimusubi and possibly Ruddy is the only one who can pierce through his defense. The best method to defeat him is by using Kali to get all attributes and match them to activate Ruddy's guard break. He doesn't have a lot of HP so even if Ruddy does damage lower than his defense, his guard break will goes through.
Fourth floor is Light Izanami who will binds all cards for 2 turns. Don't worry. Use Shamash to clear the bind, followed by using Ruddy to change all heal orbs into dark. Now you got a lot of dark orbs. Then use Takamimusubi. We actually need the haste from Takamimusubi more than his extended move time. Since Shamash also erases 30% of Izanami's HP with gravity, it's even easier to defeat her. Don't forget to leave 6 orbs or less remaining on the board after matching to activate the leader skills.
The boss is Wisedragon Apolluo. He has massive defense and pretty big HP. The interesting part is that he doesn't have status shield. Here's how to defeat him:
1. First use Vigo to nullify his massive defense
2. Use Takamimusubi for the haste. This will bring both Kali and Ruddy up and ready.
3. Use Kali to get all attributes and heal.
4. Use Ruddy to change all heal into dark. Now we have a lot of dark orbs. Ruddy also has attribute advantage over Apolluo so Ruddy will do the most damage to Apolluo.
Take your time matching thanks to extended move time. Don't forget to leave 6 orbs or less remaining on the board after matching. You will defeat him for sure.
Pretty neat, huh?
Good luck and have fun. See you next time!
05 March 2020
March 2020 Quest - Challenge Level 10
If you're not going in blind for this one, here's what you need to know and possibly need to have to make this easier:
1. FUA
2. VDP
3. Hazard skyfall to overwrite hazard skyfall
4. full poison resist
5. heavy shield active skill (50% or greater) if you can't take 169k preemptive damage from DQ Hera
6. +combo shield to deal with Awoken Oichi's 8 combo shield
7. Damage absorb void skill for Alt. Durga
First Battle
Black Baron and Thumbelina are the enemies. Black Baron has 200 millions HP while Thumbelina only has 20 millions HP, but Thumbelina has 90% damage reduction for 3 turns that makes her has 200 millions HP, the same as Black Baron. Baron also casts 15% poison skyfall for 7 turns and make one spinner in the bottom left corner of the board. Baron's poison skyfall can be fatal so I'd suggest to bring something to overwrite his poison skyfall. Skill such as Halloween Pumpkin, Gaslowe's equip, Fenrir or similar skill can be used to overwrite Baron's poison skyfall.
Second Battle
Awoken Viper Orochi as the enemy. He "only" have 31 millions HP but he also put up 99% damage reduction for 1 turn. He will also reduces your move time to half for 10 turns. Have a skill to overwrite his time debuff especially if your team is low on move time. I feel that Diaochan is very great to have on the team depending on your team whether your team can accept diaochan or not.
If you brought Orochi's HP down to 95% or less on the first turn, he will buffed himself with 8x ATK for 999 turns. I don't think most team can withstand his buffed attack without heavy shield.
If you can't bring Orochi's HP down to 95% or less on the first turn, he will voids damage of 800k for the next 8 turns. I actually prefer Orochi to have damage void shield instead of dealing with his buffed attack.
If he buffed himself, you gotta defeat him immediately or else he will hits very hard.
Third Battle
Halloween Drawn Joker as the enemy. He has 125 millions HP and voids damage of 10 millions or more for 99 turns. He also reduces your rcv to half for the next 10 turns. If you can't one shot him, he will swap your leader to random subs for 3 turns. It can be bad if he swapped your leader to something that doesn't support your helper's leader skill.
If you dropped his HP to 20% or lower, he will hit for roughly 63k damage while changing 12 orbs into jammers and mortal poisons. His attack might not be fatal but his mortal poisons could be.
Fourth Battle
Awoken Oichi with her 8 combo shield that lasts for 5 turns. She will hit you with 99% gravity each turn until her combo shield just about to disappears. When her combo shield is gone, she will delays all of your skills to oblivion so you won't have any skills to use if she delays your skills. If you can't defeat her after her skill delay, she will introduces you to game over screen. She doesn't have that much HP. She only have 20 millions HP. If you can't withstand 169k damage as preemptive hit, make sure you use heavy shield active while defeating Oichi because DQ Hera will greet you on the next floor.
Fifth Battle
DQ Hera is back with more preemptive damage. 169k damage as preemptive hit. Make sure you can take that. She doesn't have many HP so it should be easy to defeat her. DQ hera only has 37 millions HP.
Sixth Battle
Make sure your damage absorb void skill is charged entering this floor because Alt. Durga is guarding this floor. She has 112 millions damage and will absorbs damage of 5 millions or more for 10 turns. If you decided to stall her damage absorb shield, make sure you have fast 2 turn awoken bind clear such as Diaochan because she will disable your awoken skills for 2 turns before hitting you with 99% gravity. She also has resolve so don't forget to make FUA match while defeating her or use leader with bonus attack to deal with her resolve.
Her 2-turn attack cd is bogus because she will haste herself when you dropped her to 99% HP or less. After that, she will make a move every turn.
Having jammer resist helps when you decided to stall her damage absorb shield because she will often changing some orbs into jammers. It can be bad if she changes heal into jammer.
The Boss Battle
The enemy is Reincarnated Hino Kagutsuchi. He will throw 10 turns skill delay, have 75% resolve, 75% damage reduction for 99 turns, voids damage of 10 millions or more for 999 turns and will haste himself when you dropped him to 75% or less HP.
He only has 150 millions HP but his 75% shield makes him has 600 millions effective HP. He's a triple type monster. Dragon, Physical and God type so any VDP card that's able to equip those killer latents can make his much easier to deal with.
Good luck and have fun. See you next time!
1. FUA
2. VDP
3. Hazard skyfall to overwrite hazard skyfall
4. full poison resist
5. heavy shield active skill (50% or greater) if you can't take 169k preemptive damage from DQ Hera
6. +combo shield to deal with Awoken Oichi's 8 combo shield
7. Damage absorb void skill for Alt. Durga
First Battle
Black Baron and Thumbelina are the enemies. Black Baron has 200 millions HP while Thumbelina only has 20 millions HP, but Thumbelina has 90% damage reduction for 3 turns that makes her has 200 millions HP, the same as Black Baron. Baron also casts 15% poison skyfall for 7 turns and make one spinner in the bottom left corner of the board. Baron's poison skyfall can be fatal so I'd suggest to bring something to overwrite his poison skyfall. Skill such as Halloween Pumpkin, Gaslowe's equip, Fenrir or similar skill can be used to overwrite Baron's poison skyfall.
Second Battle
Awoken Viper Orochi as the enemy. He "only" have 31 millions HP but he also put up 99% damage reduction for 1 turn. He will also reduces your move time to half for 10 turns. Have a skill to overwrite his time debuff especially if your team is low on move time. I feel that Diaochan is very great to have on the team depending on your team whether your team can accept diaochan or not.
If you brought Orochi's HP down to 95% or less on the first turn, he will buffed himself with 8x ATK for 999 turns. I don't think most team can withstand his buffed attack without heavy shield.
If you can't bring Orochi's HP down to 95% or less on the first turn, he will voids damage of 800k for the next 8 turns. I actually prefer Orochi to have damage void shield instead of dealing with his buffed attack.
If he buffed himself, you gotta defeat him immediately or else he will hits very hard.
Third Battle
Halloween Drawn Joker as the enemy. He has 125 millions HP and voids damage of 10 millions or more for 99 turns. He also reduces your rcv to half for the next 10 turns. If you can't one shot him, he will swap your leader to random subs for 3 turns. It can be bad if he swapped your leader to something that doesn't support your helper's leader skill.
If you dropped his HP to 20% or lower, he will hit for roughly 63k damage while changing 12 orbs into jammers and mortal poisons. His attack might not be fatal but his mortal poisons could be.
Fourth Battle
Awoken Oichi with her 8 combo shield that lasts for 5 turns. She will hit you with 99% gravity each turn until her combo shield just about to disappears. When her combo shield is gone, she will delays all of your skills to oblivion so you won't have any skills to use if she delays your skills. If you can't defeat her after her skill delay, she will introduces you to game over screen. She doesn't have that much HP. She only have 20 millions HP. If you can't withstand 169k damage as preemptive hit, make sure you use heavy shield active while defeating Oichi because DQ Hera will greet you on the next floor.
Fifth Battle
DQ Hera is back with more preemptive damage. 169k damage as preemptive hit. Make sure you can take that. She doesn't have many HP so it should be easy to defeat her. DQ hera only has 37 millions HP.
Sixth Battle
Make sure your damage absorb void skill is charged entering this floor because Alt. Durga is guarding this floor. She has 112 millions damage and will absorbs damage of 5 millions or more for 10 turns. If you decided to stall her damage absorb shield, make sure you have fast 2 turn awoken bind clear such as Diaochan because she will disable your awoken skills for 2 turns before hitting you with 99% gravity. She also has resolve so don't forget to make FUA match while defeating her or use leader with bonus attack to deal with her resolve.
Her 2-turn attack cd is bogus because she will haste herself when you dropped her to 99% HP or less. After that, she will make a move every turn.
Having jammer resist helps when you decided to stall her damage absorb shield because she will often changing some orbs into jammers. It can be bad if she changes heal into jammer.
The Boss Battle
The enemy is Reincarnated Hino Kagutsuchi. He will throw 10 turns skill delay, have 75% resolve, 75% damage reduction for 99 turns, voids damage of 10 millions or more for 999 turns and will haste himself when you dropped him to 75% or less HP.
He only has 150 millions HP but his 75% shield makes him has 600 millions effective HP. He's a triple type monster. Dragon, Physical and God type so any VDP card that's able to equip those killer latents can make his much easier to deal with.
Good luck and have fun. See you next time!
04 March 2020
Endurance Challenge! Time Limit 60 Minutes Bipolar Goddess Rush
Endurance Challenge! Time Limit 60 Minutes
Bipolar Goddess Rush
Another one shot challenge. This dungeon is a combined of Arena 1 ~ 3 merged into one long dungeon consists of 69 battles. 21 battles for Arena 1 part, 23 battles for Arena 2 part and 25 battles for Arena 3 part. There's no difference between here and the regular Arena except you're gonna move straight to the next Arena part after clearing the previous Arena part.
Even though Arena 1 ~ 3 is now considered "easy" annihilation dungeon, there are couple of things that needs to be sorted out. Since Arena 1 & 2 are slightly de-tuned Arena 3, it's better to build the team to tackle the Arena 3 part.
Here are the things that I feel very important to ensure smooth run without much stalling:
1. Make sure you have card with FUA or super FUA, or use leader with bonus attack.
2. Have one or two card with VDP awakening(s) to deal with the Radar Dragons.
3. Have a bind clear if your team aren't all bind proof.
4. Have as many as four skills that could voids damage absorb shield. Arena 3 has four potential enemies with damage absorb shield: Sopdet, Parvati, Vishnu and Hera Dragon and it's not unheard of that all four can spawns on the same run.
5. Have a skill to overwrite hazard skyfall. Why? Because you can get Hera-Ur to spawns in Arena 2 part. She casts fire & jammer skyfall for 99 turns and it will be game over if you got Lakshmi to spawn on the next Arena 3 part. If you arrive on Lakshmi's floor with one jammer on the board, you will be greeted with Lakshmi's signature "Nope, Wrong!" move.
6. Have a skill to voids attribute absorb shield. This is mainly to deal with Noah Dragon. Noah Dragon has attribute absorb and damage void shield when she's at high HP. She absorbs random one of Fire/Water/Wood and one random Light/Dark attributes for one turn and will repeat the shield, possibly with different attribute absorbs.
If you can fit four skills that can voids damage absorb shield, it's important to note whether they are base skill or assist. If it's a base, you need to pay attention to the assist skill cooldown to prevent the assist to come up instead when you need to use damage absorb void skill.
I think the best approach to prevent the assists to come up is by dumping the skill when you have past potential floor with damage absorb. Dumping them on F20 and F40 is the best. You will still have enough turns to charge them again. If you use Reeche who has 30 turns CD, then you might not want to dump it but instead put assist with similar skills or assist with very long cd, or the best of all: don't put any assist and equip her with full skill delay resist.
60 minutes to fight 69 battles is more than enough. If you think about it, you have 20 minutes to clear each arena part. That's more than earlier challenge we have where we only have 10 minutes to clear Arena 1 and 15 minutes to clear Arena 2 & 3.
Using combo leader or even rainbow leader is perfectly fine. In fact, use any leader you like, it won't really matter as long as you can react fast enough.
I wish you good luck on this and hopefully you don't get problematic enemies to spawn.
Good luck and have fun. See you next time!
Bipolar Goddess Rush
Another one shot challenge. This dungeon is a combined of Arena 1 ~ 3 merged into one long dungeon consists of 69 battles. 21 battles for Arena 1 part, 23 battles for Arena 2 part and 25 battles for Arena 3 part. There's no difference between here and the regular Arena except you're gonna move straight to the next Arena part after clearing the previous Arena part.
Even though Arena 1 ~ 3 is now considered "easy" annihilation dungeon, there are couple of things that needs to be sorted out. Since Arena 1 & 2 are slightly de-tuned Arena 3, it's better to build the team to tackle the Arena 3 part.
Here are the things that I feel very important to ensure smooth run without much stalling:
1. Make sure you have card with FUA or super FUA, or use leader with bonus attack.
2. Have one or two card with VDP awakening(s) to deal with the Radar Dragons.
3. Have a bind clear if your team aren't all bind proof.
4. Have as many as four skills that could voids damage absorb shield. Arena 3 has four potential enemies with damage absorb shield: Sopdet, Parvati, Vishnu and Hera Dragon and it's not unheard of that all four can spawns on the same run.
5. Have a skill to overwrite hazard skyfall. Why? Because you can get Hera-Ur to spawns in Arena 2 part. She casts fire & jammer skyfall for 99 turns and it will be game over if you got Lakshmi to spawn on the next Arena 3 part. If you arrive on Lakshmi's floor with one jammer on the board, you will be greeted with Lakshmi's signature "Nope, Wrong!" move.
6. Have a skill to voids attribute absorb shield. This is mainly to deal with Noah Dragon. Noah Dragon has attribute absorb and damage void shield when she's at high HP. She absorbs random one of Fire/Water/Wood and one random Light/Dark attributes for one turn and will repeat the shield, possibly with different attribute absorbs.
If you can fit four skills that can voids damage absorb shield, it's important to note whether they are base skill or assist. If it's a base, you need to pay attention to the assist skill cooldown to prevent the assist to come up instead when you need to use damage absorb void skill.
I think the best approach to prevent the assists to come up is by dumping the skill when you have past potential floor with damage absorb. Dumping them on F20 and F40 is the best. You will still have enough turns to charge them again. If you use Reeche who has 30 turns CD, then you might not want to dump it but instead put assist with similar skills or assist with very long cd, or the best of all: don't put any assist and equip her with full skill delay resist.
60 minutes to fight 69 battles is more than enough. If you think about it, you have 20 minutes to clear each arena part. That's more than earlier challenge we have where we only have 10 minutes to clear Arena 1 and 15 minutes to clear Arena 2 & 3.
Using combo leader or even rainbow leader is perfectly fine. In fact, use any leader you like, it won't really matter as long as you can react fast enough.
I wish you good luck on this and hopefully you don't get problematic enemies to spawn.
Good luck and have fun. See you next time!
March 2020 Quest Challenge Level 9
Invalid Leader Skill & Skills
This month's quest challenge level 9 is all about move time. you're gonna need a lot of move time. the dungeon itself is only one battle and the enemy is Light Izanami. She's gonna put some tests for us.
Remember that Leader Skills won't be activated in this dungeon. That means no move time bonus from leader skills such as Madoo, Valkyrie-CIEL or Reeche. You have to rely on awakenings to get your move time.
Light Izanami reduced 80% of your original move time so you only have 20% of your original move time. Having a move time of 20 seconds including badge will makes you have 4 seconds of move time after her time debuff. it's pretty okay.
build your team with as many move time as you can find. multiple (or duplicates) of cards such as Yuna, Enola and Orphen are very great because they're the only cards who has 3 seconds of move time on their own. If you don't have them, don't worry. You can still use cards with 2 seconds of move time (including super awakening) and still be perfectly okay to run this dungeon.
Moving on the dungeon itself.
First, she asks us to erase all fire orbs then proceeds to make all other orbs unmatchable for one turn. Then she puts up 100% jammer skyfall for 6 turns, no skyfall combo for 6 turns and heavily reduced your move time for 6 turns.
Make fire match in a single row. at this point, you only need to match all fire orbs in a single row.
When you did that, 6 jammers will drop and Izanami will change those jammers into fire orbs so you're back with the original board she created.
Now, she wants you to erase only water orbs. Do the similar thing with fire orbs earlier, except this one you need to set up the board to make it easier for you to bypass the next tests.
Match all water orbs in a single row, then match all other orbs (even though they are in unmatchable state) in a 3-match or row (match of 6) configuration.
Do the same with the next test which should be erasing wood orbs, light orbs then dark orbs. If you're running out of time while setting up the board, it's fine. Just make sure that you already matched the orbs needed to bypass the test.
When you erased all dark orbs, Izanami will asks us to do 10 combo. The board she created is a 10 combo board but if you blindly match without setting up the board, you will find it very hard to make 10 combo with so little move time.
Since we already set up the board, it should be easy to make 10 combo like shown in the video.
Good luck and have fun. See you next time!
This month's quest challenge level 9 is all about move time. you're gonna need a lot of move time. the dungeon itself is only one battle and the enemy is Light Izanami. She's gonna put some tests for us.
Remember that Leader Skills won't be activated in this dungeon. That means no move time bonus from leader skills such as Madoo, Valkyrie-CIEL or Reeche. You have to rely on awakenings to get your move time.
Light Izanami reduced 80% of your original move time so you only have 20% of your original move time. Having a move time of 20 seconds including badge will makes you have 4 seconds of move time after her time debuff. it's pretty okay.
build your team with as many move time as you can find. multiple (or duplicates) of cards such as Yuna, Enola and Orphen are very great because they're the only cards who has 3 seconds of move time on their own. If you don't have them, don't worry. You can still use cards with 2 seconds of move time (including super awakening) and still be perfectly okay to run this dungeon.
Moving on the dungeon itself.
First, she asks us to erase all fire orbs then proceeds to make all other orbs unmatchable for one turn. Then she puts up 100% jammer skyfall for 6 turns, no skyfall combo for 6 turns and heavily reduced your move time for 6 turns.
Make fire match in a single row. at this point, you only need to match all fire orbs in a single row.
When you did that, 6 jammers will drop and Izanami will change those jammers into fire orbs so you're back with the original board she created.
Now, she wants you to erase only water orbs. Do the similar thing with fire orbs earlier, except this one you need to set up the board to make it easier for you to bypass the next tests.
Match all water orbs in a single row, then match all other orbs (even though they are in unmatchable state) in a 3-match or row (match of 6) configuration.
Do the same with the next test which should be erasing wood orbs, light orbs then dark orbs. If you're running out of time while setting up the board, it's fine. Just make sure that you already matched the orbs needed to bypass the test.
When you erased all dark orbs, Izanami will asks us to do 10 combo. The board she created is a 10 combo board but if you blindly match without setting up the board, you will find it very hard to make 10 combo with so little move time.
Since we already set up the board, it should be easy to make 10 combo like shown in the video.
Good luck and have fun. See you next time!
Subscribe to:
Posts (Atom)