02 March 2019

March 2019 Quest Challenge Lv.10 (Awoken Skills Invalid) - Madoo team

Greeting, fellow PAD players!

This is the hardest dungeon from the March 2019 Quest. Getting to the boss isn't that hard but the boss... boy oh boy they do sure have a lot of HP. How many you ask? 333 millions and a change. That really isn't that much, right? Yes. For normal team under normal condition. This particular challenge is a "Awoken Skills Invalid" dungeon. Meaning you don't get to have Skill Boost. You don't get to have Skill Bind Resist (SBR) but thankfully no skill bind in this dungeon. It'd be so messed up if they introduce skill bind in a "Awoken Skills Invalid" dungeon. You also can't use TPA, VDP, FUA, Orb Enhance etc etc. Basically you don't have any offensive awakenings. One thing that would make a difference is whether the team have enough HP or have a built in shield to tank some of the hits.

Newer card's evolution tends to have 2x HP in their LS (4x with double leader) and have enough ATK multiplier to do some real damage, but often, that said team relies on offensive awakenings such as Enhanced Combo (7c and 10c), TPA, Attribute Enhance (row enhance), OE and Killer Awakenings, and requires to have subs with Heal OE to heal fast by making Heart TPA. None of that would work in this dungeon. Mega Awoken DMeta might clear this dungeon faster in the hands of fast player (remember, no Time Extend either) since she has big ATK multiplier on full activation. 

So, we decided to use Madoo for this dungeon. Why her? Well, she has fairly big ATK multiplier (12x for one lead, 144x for double lead), has RCV buff built into her LS and have built in shield. The downside is that she only buff Fire attribute cards. After some game overs and adjustment, here's our final team line up:




  • D/F Fenrir is needed because Hinomitsuha is in the dungeon. She has poison skyfall for 15 turns as a preemptive, so we need Fenrir to overwrite her poison skyfall.
  • Kusanagi Kyo for bi-color board. Red Sonia might work as a replacement.
  • Enra is a heart maker sub and she also has fairly big HP. Her assist (Awoken Inahime) also produces heart.
  • Nerva as an enhance. Need to use attribute-based enhance here. No other type of enhance would work here.
  • Everyone needs to have a long CD assist to combat the skill delay. It's best if the assist is on-color so the team can gain more stats.
The strategy is stall some turns on first and second floor to get Fenrir up and his assist has recharged for some turns. First floor is Drawn Joker. He will decreases move time to -2 seconds for 10 turns. Luckily Madoo has +3 seconds built into her LS.

  • Drawn Joker doesn't have status shield, but will put up one on his first turn while having a 50% shield up. He will hit and changes 1st and 2nd column from the left to Water and Dark, then lock them. Second turn he will hit and changes 5th and 6th column from the left to Water and Dark and lock them. Third turn he will hit and changes two middle column into Water and Dark and lock them. You should kill him when he's on his third turn because his fourth hit is a combined of his 1st, 2nd and 3rd hits. Many wouldn't survive that.
  • Next floor is Hera. Chance to stall for some skills. Although Hera hit for quite hard (36~44k hit, without shield), this team can heal up with just three heal orbs, and Hera also has 6 combo shield making stalls a bit easier. When Fenrir's assist has charged for 3~5 turns, it's time to kill Hera. If you accidentally killed her because skyfall favors you too much, it's okay. You can make it up on the boss.
  • Next floor is Pure Machina. She isn't a problem although her preemptive hit is quite big, but she makes her own kill board by changing all heal into fire.
  • Next is Hinomitsuha. 20% Poison skyfall for 15 turns. Ugh... Don't use Fenrir yet especially if you only have 3 or 4 Fire and/or Heal orbs. There's a chance that Fenrir will changes that Fire or Heal into Dark and Jammer. Kill Hinomitsuha immediately. You don't want to stall and be forced to deal with her bullshit super blind, damage absorbs and shield.
  • The boss. 333 millions of HP. Their first turn is lock all orbs. Now is the perfect time to use Fenrir since all orbs are locked, meaning Fenrir's skill can't erases Fire or Heal orbs. Here's the difficult part: Sol & Mani produces Heal orbs every few turn but if you don't have enough heal orbs to heal and no heart maker ready, this team is dead unless heart skyfall appears. The strategy is to get their HP to 50% or less so that their attribute is Wood. That way, this team would have color advantage. When that happened, use bicolor board, enhance, +combo etc anything you have and kill. Should be easy.
Honestly we have a lot of game overs on the boss for this dungeon. Mainly because there were no heal orbs, no heart maker available and we got no heart skyfall. This team can't tank two consecutive hits from the boss without healing.

Anyway, here's our run for this dungeon. Hope you can have more successful run.





Good luck and have fun. See you next time!

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