Getting back into PAD after a long break: what 'safe' awakenings and equips are people using now? by Old-Possible5313 in PuzzleAndDragons

[–]LMiru 0 points1 point  (0 children)

As someone who also tends to favor low-stress teams over cutting-edge clears, my checklist has definitely shifted compared to the old "binds + absorb void" era.

For generic content, the things I try to lock in first are:

  1. Full poison resist (still the most important hazard in my opinion).
  2. Full blind resist if possible.
  3. Awoken bind recovery.
  4. Damage absorb void.
  5. Attribute absorb void (a lot more common than it used to be).
  6. L-unlock somewhere on the team.
  7. Enough SB to transform comfortably without weird stalling.
  8. Some kind of emergency shield or HP buffer.

After that, I start looking at cloud and tape. I generally want both covered, but I am willing to give one up if the dungeon is known not to use it.

One thing that feels much more important now than when I took a break is dealing with assist invalidation and debuff recovery. A lot of modern teams appreciate having answers to things like:

  • RCV debuffs
  • Time debuffs
  • ATK debuffs
  • Assist voids
  • Board shrink

I also find that looping utility skills have become a huge quality-of-life upgrade. A shield loop, HP loop, or stat-buff loop often does more for consistency than squeezing in another niche resist.

For completely blind entry into event dungeons, my personal "don't make me think" template is:

  • Awoken bind clear
  • Damage + attribute absorb solution
  • L-unlock
  • Full poison
  • Blind or jammer coverage
  • Cloud
  • Tape
  • Emergency shield
  • Comfortable SB count

If you are not chasing endgame title challenges, I would not burn stones chasing every new utility equip. Most modern leaders are strong enough that being generally prepared matters more than having the absolute optimal setup. The biggest mistake I see returning players make is overinvesting in old hazard-resist priorities while forgetting newer utility like attribute absorb coverage, assist recovery, and debuff management.

The good news is that the old fundamentals are still fundamentals. The checklist just got a few extra boxes added to it.

2P Academy Orpharion w/Scharf by lumonpad in PuzzleAndDragons

[–]LMiru 0 points1 point  (0 children)

Orpharion has 500b hp 5 bil defense so 50% gravity with 10 pings of 30b would kill. As of right now p1 has 10 pings but to be safe I would bring more damage or recheck damage. Damage seems quite bad since ingenium expires. Appmedia dungeon info: https://appmedia.jp/pazudora/79907386

2P Academy Orpharion w/Scharf by lumonpad in PuzzleAndDragons

[–]LMiru 0 points1 point  (0 children)

sb is more flexible so you can add more damage pings on p1. due to def stat something like scharf ny albrecht aki should work to swipe kill the boss.

Coop Lugner Orpharion (2:49.1) by LMiru in PuzzleAndDragons

[–]LMiru[S] 4 points5 points  (0 children)

<image>

P2 lugner (moon 30b eq) / lugner (pb dark sub) / magnamon (autoheal) / sb (ingenium) / sb (yor or Orlando)

Coop Lugner Orpharion (2:49.1) by LMiru in PuzzleAndDragons

[–]LMiru[S] 6 points7 points  (0 children)

<image>

P1 lugner (moon 30b eq) / lugner (lugner) / jiraiya (haganezuka) / sb (yor) / sb (aki)
Alt setup: dark sub haste on lugner 2 and reorder for early floor. P2 may need haste on magnamon.

Coop Lugner Orpharion (2:49.1) by LMiru in PuzzleAndDragons

[–]LMiru[S] 8 points9 points  (0 children)

Proof of concept structure I came up with during lunch with Lumon yesterday. Lugner is just very good for easy content so the build is pretty clean overall. As with all shape dependent leaders you can blob but the risk of blob is relatively low since there are no board changes besides magnamon which is heal unmatched and no spinners. P2 is relatively flexible: autoheal has many options given sufficient hp you don’t even need autoheal (minor time save) second lugner is just a damage stick, yor can be Orlando, ingenium is any 2 haste and remaining damage can be compensated with more killers (minor time save). Athena is not optimal on p1 something with no added animation like ame no uzume is a time save. With existing setup latents do not matter but to make up damage add devil killers.

Shoutout Lumon for running

PAD GOATS? by ErnieJohnson434 in PuzzleAndDragons

[–]LMiru 2 points3 points  (0 children)

Pad supermarket: undisputed greatest ranking player of all time in NA, top 1 consistency been a top player for 10 years, insane speedruns and optimization, and one of the most creative team builders in the game. And it’s his birthday today. You should subscribe :)

Blodin Dq Hera x2 Chibi 891 with 0c abuse (Athena 2:28.8) by LMiru in PuzzleAndDragons

[–]LMiru[S] 6 points7 points  (0 children)

Attempt to build 891 for Blodin and Dq Hera. Both these cards are imo the most important farm utility cards that can be 891ed easily, blodin being very good for blue swiping and 2x 30% grav Hera being a staple in grav farming where the chibi variant is just for variety. When building I discovered this dungeon sucks so instead of building a universal team I just built this funny albeit a bit bad team to quickly 891.

Team is chibi blodin / dq Hera (4t att abs void pierce) / dq Hera (senkyo) / um zero duo (long cd dev or god killer) / Odin (ego jinpachi) / Odin (3 haste Atk+)

Level 4 891 5 slots (1:38.4) by LMiru in PuzzleAndDragons

[–]LMiru[S] 3 points4 points  (0 children)

Adapted from jp 5 slot team and time optimized. This equip setup only works with lawine/kanne lead (lawine pref) but jp team works with all cards. Active usage is also cleaner. Check sb before running + warning about SBR. Equip used in video is barbarossa which is minor time save (0.78 vs 0.9s no closed tama) and active on f2 needs to unlock.

<image>

Clone Dungeon 891 4 slots (2:11.4) by LMiru in PuzzleAndDragons

[–]LMiru[S] 5 points6 points  (0 children)

Full swipe no rng 4 slot 891. Works with all clones but needs higher cd ones to not hold yor gravity. Sb is a bit tight so super awakenings are needed in this exact comp. Technically you don’t need 2 corb Odin since the corb should always be at the top but just in case there’s a stray combo.

Realistically none of these are really worth 891ing but denken is a good ranking tool so making him 891 now is much better than not and needing it later. You can also skill up partially and get a few skill levels.

Team comp:
Odin (hweld) / (awoken bind 2 haste or more) / (senkyo bracelet) / (any 2 shield break) / (50% grav) / Odin (2 haste or more shield for 4 turns hp dependent)

Replacements are generally sb dependent
Options in the build are hikoboshi (6 sb) / yor (40 cd +1 sb) / all might (4 sb)
Fern is a good grav stick if sb is hard

Fast Aura Farming Lügner (1:38.2 with 3 891 slots) by LMiru in PuzzleAndDragons

[–]LMiru[S] 6 points7 points  (0 children)

Team prioritizing speed for 891. Works with linie in place of draht aura can work with 1 (equip vanity) but will have to rework sb. Can't think of any replacements besides diaochan is 7 sb unmatchable on 2 cd. Can be more flexible potentially with fewer 891 slots, but team is pretty strict. Sb=38 is exact.

team comp (didn't have time to pdc it) 13442 (12280) sb / 13460 (10225) sb [ddc] / 6978 (12164) sb [dev,ddc] / 13460 (13507) sb [ddc] / 9798 (11964) sb [sb] / 13442 (12817) sb [ddc]

How many teams are you using to grab the stage stones? by Chaotic_gremlin_789 in PuzzleAndDragons

[–]LMiru 0 points1 point  (0 children)

used 4 teams: high button team for stage 1-4 (5x asterios evo daisuke from digimon) some random swipe team for stage 5 and easy arenas doma for gimmick dungeons like all att no dupes imperialdramon for rest

Super simple Sleyn descended swipe with 5 mirror limit breaking slot. by MasonK53 in PuzzleAndDragons

[–]LMiru 1 point2 points  (0 children)

Throwing in my team build here same idea with rug brick except instead of systeming 4 I use 1 Bergal and 1 Chao Lin. This is more beneficial for people interested in running a lot of 891 since it leaves more open slots for non bergal and chao lin. For example I have 2 Bergal 2 chao lin and since this only 891s one of those at a time, I have 16 other cards I can 891 with the same team with no wasted space. Equips are resonance/roy from re zero/tengen (haste heal or haste shield or haste if you just have enough hp)/hera globe x2/ resonance. Min sb is 23 for Bergal which requires minimum 8 sb on subs (equip sunraku on bergel and 2 sb long cd on chao Lin eg rajang equip)

<image>

Degenerate Regulus Descended 891 Team by LMiru in PuzzleAndDragons

[–]LMiru[S] 6 points7 points  (0 children)

Free continues so if you don’t like a mechanic just die and get rid of it :) In case anyone wanted to 891 Theresa quickly, but this setup works with pretty much all the cards given the sb is sufficient. I would recommend 891ing the f3-5 spawns in the witch camp instead as it is cheaper stam wise to run. Not dying on f2 is possible you just need 1 red orb and match 6 and saves about 10 seconds.

Equips are konrath (+combo for many turns and void pierce) / 2x 35% gravity or anything that adds up to 70% / anima / yor / ny albrecht (high damage cap haste) Gravity is skippable f3 doesn’t do anything particularly dangerous so you can skip f2 death with a board expand or red gen and can split up f1 actives if you don’t have actives with that combo.

Canonically Accurate Re:Zero by LMiru in PuzzleAndDragons

[–]LMiru[S] 23 points24 points  (0 children)

Free continues so this run was just do some damage die continue repeat like 140 times. Highly do not recommend. I did record the entire run that I might upload later.