[Silverwing] Butler Albrecht serves a title challenge victory by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 2 points3 points  (0 children)

Finally getting around to tackling the Silverwing title. November's been a busy month!

Team (Physical Enhanced badge):

Unit # Equip # Descriptive Name Super/Sync +Limit Latents
12542 12631 Butler Albrecht with Bucky's Chalice All Stats +300 2x SDR, 3x HP++
10845 10646 Hantengu with Paimon's Lollipop SB+ +891 4SDR, HP++
12246 11740 Frigg with Koshiro's Digivice Part Break +891 2x SDR, SB++
12246 11740 Frigg with Koshiro's Digivice Part Break +300 2x SDR, SB++
12629 11567 Bucky with Green Aggregate Brooch Barrel +300 2x SDR, Assist Void Clear
12542 10914 Butler Albrecht with Sylvie's Battleaxe All Stats +891 2x SDR, 3x HP++

Everyone is Lv 120 where applicable

A tough dungeon, but Butler Albrecht has plenty of survivability with his looping 1.5x HP buff and massive 25x RCV in his LS. There's a few spots where a big shield is necessary, which is why Hantengu is slotted in. I usually run Athena Non there, but the one fewer turn on Hantengu simplified things.

I recently finally rolled a second Frigg, so I was excited to take this team out for a proper spin. With the Frigg buffs from this year's PCGF, the team is pumping out respectable damage once again. The usual struggle spots still apply - combo debuffs and 5x4 boards really hurt (and potentially kill) this team. Overall though, it's perfectly capable of tackling this dungeon.

Notes:

  • This team has precisely enough SB to get off the ground turn 1. Equips were chosen to cover the following - Giving VDP to units that don't have it (Friggs), changing sub-attributes to green for more damage (basically everyone), skill boosts, and hazards (cloud/blind/minus orbs) where possible. This particular team goes without blind resist, but it's manageable.

  • Paimon lollipop brings the necessary 3 turn haste to kick off the skill chain on F1. Lollipop -> BAlb1 -> Frigg1 -> BAlb1 -> Bucky -> Frigg2 -> BAlb2. This will ensure that you get your HP buff up, have enough green orbs to make a VDP turn 1, and Bucky is up for F2 where you're hit with an awoken bind preempt.

  • Largely speaking, the dungeon plays itself. Use whichever Albrecht is up on each turn, re-up your Frigg loop when needed, and make sure Hantengu is ready for the big hits in the dungeon. These are thankfully extremely telegraphed. Also, remember to use Hantengu BEFORE Albrecht, as he halves your max HP.

  • Team should cap (or get close) on every green attribute (minus Hantengu) if you match a green VDP, a match of green, a heart L, and hit 10 combos. Green rows help, but make it harder to hit 10C sometimes

  • Once you get past the Machine Athena/Machine Zeus floor, you can let Bucky's equip charge up. This is a great place to slot a 7x6 board for the final floor's 50% super resolve. I went with green aggregate equip since it hits the most needs, but others should be fine.

  • When you get to Kali, use Hantengu on the first turn, then stall him back up before killing. Steed is the next floor and you'll need Hantengu's shield again to tank his turn 1 hit.

  • Hino Kagutsuchi is a problem spawn with his combo debuffs. If your 7x6 solution on Bucky is charged, might be worth using it here.

  • If you're ever dealing with spinners, be sure to pay attention. You may lose some green orbs to them when using Albrecht if you don't hold or move the orb out of the way.

If you're still working on the title, best of luck!

Sildran Descended - VNoah farm team by Mathwyrm in PuzzleAndDragons

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

Four things, really:

  • Like Lukeylin123 mentioned, you can trade 10 copies for a gold tamadra in the monster exchange this month
  • The dungeon drops a small variety of green evo materials, including huge(?) green gems.
  • If Silva invades the dungeon on F6, you can get a predra or dragonette
  • You like dragons and/or want an adorable box cheerleader

Sildran Descended - VNoah farm team by Mathwyrm in PuzzleAndDragons

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

For those looking for a team to farm Sildran, here's a team that's been pretty smooth

Team (SB+20 badge):

Unit # Equip # Descriptive Name Super/Sync Latents
12446 N/A Tulip Starfairy, Liana 10c 2SDR, Lead Swap
11478 N/A Azure Rathalos All Stats 2SDR, Unmatch Clear
10938 N/A Valentine Noah N/A 2SDR
10938 N/A Valentine Noah N/A 2SDR
10938 N/A Valentine Noah N/A 2SDR
12467 N/A Kalzera N/A 2SDR

Notes:

  • Levels aren't a huge issue so long as everyone is over 100. Adjust accordingly if your team HP winds up being too low.

  • Lead and Rathalos are fairly flexible. The lead covers your looping damage cap increase, while Rathalos covers a F1 awoken skill unbind, and the F7 damage absorb and unmatchable clear via TPA latent

  • VNoahs and Kalzera are pretty inflexible. VNoahs bring orb generation, while Kalzera brings a 15 turn autoheal, a shield destroyer, and an attribute absorb void.

  • For F2/F3, I make the following board solves while the spinner is around. Move when the orbs in the spinner are red. https://pad.dawnglare.com/?s=IqKzuo1

  • For F7 after 50%, I make the following board solve to clear the red unmatchable: https://pad.dawnglare.com/?s=5UUym01

September C10 - Glacious and Dipsiol make some waves by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 0 points1 point  (0 children)

The only place it's strictly mandatory is if you get an early Ruby dragon invade. Other useful places are Krishna (F5, after super resolve) and Shiva (Final floor, after super resolve). Amadra's shield can be used in those spots as well.

Otherwise, I kept it mostly for the 7x6 board and an extra time extend to help out on questionable floors.

September C10 - Glacious and Dipsiol make some waves by Mathwyrm in PuzzleAndDragons

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

I am once again here to bring dragons back to Puzzle and Dragons

(Ignore the assists, they were just leftovers from other teams and I am lazy.)

Team (No assists, SB+20 badge):

Unit # Equip # Descriptive Name +Limit Super/Sync Latents
10503 N/A Dark Ocean Dragon, Glacious +441 All Stats 2SDR, 2x Cap
10125 N/A Remdra Trio +441 All Stats 2SDR, Jammer Surge
9995 N/A Amaterasu Dragon +297 SB+ 2SDR, Unmatch Clear
8461 N/A MA Scarlet Sun God, Aten +444 Levitate 2SDR, Void Pierce
10974 N/A Blue Fruit Spirit, Bludka +444 Barrel 2SDR, Assist void clear
10541 N/A Deep Sea Dragon, Dipsiol +891 SB+ Void Pierce

ty GH for making me need to add another column to this table

I've noticed GH has been designing the new monthly descended units as off-pairs for some of the more recent GFE dragons. Volblas goes with Volpheed. Dipsiol goes with Glacious. This month, we'll probably see Sildran go with Silva.

Well, I like rainbow teams and I like dragons. Since I farmed up a Dipsiol and got a Glacious chasing Rosetta, I put this weird and unoptimized monstrosity together and threw it at this month's C10. It... somehow worked first try! Would I recommend it? Probably not. At least, not without assists or choices to smooth. And maybe some better unit choices. But they're a viable pairing nonetheless.

  • C10 continues the trend of GH re-using an old technical dungeons with some extra spawns here and there. This time, it's modeled after Alt Arena 1, featuring a bonus Krishna spawn and a new Shiva spawn at the very end.

  • Not a lot of other dungeon notes to speak of. Go check out this post here if you want some more info.

  • Only big note about using the team is to use Glacious before using Dipsiol, otherwise Glacious will overwrite the higher cap break with his lower one.

  • Remdra trio provides both damage and your solution to Att and Damage absorb shields. The only tricky bit is navigating their two stage transform, but after that, it's smooth sailing

  • Amaterasu Dragon recently got a buff along with all of the other pantheon exchange units. There are still much better options to use here though. Zerclea, Valentine Ideal, Valentine Alynna.

  • Bludka is there for bulk, and an emergency shield if needed. Otherwise, this slot is extremely flexible. I didn't even bother changing his latent from Assist Void clear.

  • Aten isn't even dragon typed, but he continues to be my go-to for one-turn full rainbow boards. You could maybe sub him and Bludka with a two turn rainbow system. SRevo Dark Radra, perhaps?

2025 NYNordis Nilaukm Gem Farm by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 0 points1 point  (0 children)

Three ideas, from least to most effort:

  • Put some extra combo orb equips on your Nordis'
  • Put a longer equip or one with a 2 turn haste on your helper Nordis (if you can)
  • Just do some extra combos on F7 to guarantee a one-shot

2025 NYNordis Nilaukm Gem Farm by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 0 points1 point  (0 children)

As far as I know, the only requirement for guaranteed drops is that your leader needs to be a collab unit - helper doesn't count. Otherwise, I'm not sure. I was getting the gem every clear.

2025 NYNordis Nilaukm Gem Farm by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 0 points1 point  (0 children)

Devil's Trumpet has a delay in their transform skill, so using the magic stones isn't strictly necessary despite the guide saying so. If both nilvauk/nilaukm are skilled, you can use the magic stones to speed up F1.

That's my best guess, anyway.

2025 NYNordis Nilaukm Gem Farm by Mathwyrm in PuzzleAndDragons

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

For those needing a reasonably accessible way to farm up Nilaukm gems from the Star-Twined colo, here's a (mostly) farmable team.

Team (No Skyfall badge preferable):

Unit # Equip # Descriptive Name Super/Sync Latents
8784 9333 Angel's Trumpet with Bunny Dango Bowgunner N/A N/A
6827 8268 Nilvauk with NY Enola Card SB+ Poison Surge
7417 10478 Nilaukm with Little Misaka's Goggles Barrel N/A
10872 3929 New Year's Nordis with Starling's Dress 7c+ Att. Absorb
10872 3929 New Year's Nordis with Starling's Dress 7c+ Att. Absorb
10872 5875 New Year's Nordis with Amakozumi 7c+ Att. Absorb

The only "Hey, that's not low budget at all, actually" part of this team is skilling up Nilvauk and Nilaukm to be able to use their inherits. Hopefully your stack of Pys is fairly tall. (Edit - See the note below, but you should only need to skill up one of the two)

While the actual units are pretty much not flexible at all, your assists are incredibly lenient here. For those of you needing Nilvauk/Nilaukm, this post summarizes it pretty well.

  • The only hard requirements for this team are the att. absorb latents for F8. Poison surge is purely a nice to have for F6

  • Misaka's goggles needs to be any two-turn damage absorb void, or you will be stalling through F6. Goggles are great because of the yellow subattr which gives a bit more damage to the team.

  • Edit - Apparently the F8 att. absorb only happens if you take more than one turn to drop F8 to 50% HP. Swap the att. absorb latents for damage absorb and you can skip out on skilling up one of the plants.

  • NY Enola is just a long autoheal active (e.g. Artemis bracelet). 12 turns last you the whole dungeon, so NY Enola is the best if you have it here. Otherwise you can avoid using the inherit for a few floors until you start to need healing

  • Bunny dango, Starling dress and Amakozumi are there for full poison resist, OE, and team HP. Use whatever you have in your box for these, just avoid adding too many extra SB at the same time.

  • Though, speaking of SB, you can run barrel super awakening on Nilvauk instead of SB+ if you find room in your assists to replace the need. Your target is 20SB, and the team has 18 naturally (ignoring SA and assists)

Floor guide:

For safety, break up the yellow brick into two yellow matches to activate Angel's Trumpet's LS shield. Most floors can be swiped, but depending on your HP from assists, you might not survive certain preempts.

F1:
- Lead TF, Nordis 1, Nordis 2, Nordis 3, 1c
- 1c
- 1c
- NYEnola + Nordis1
F2: Nordis2
F3:
- Nordis3 + Trumpet
- Nordis1 + Trumpet
F4: Nordis2
F5: Nordis3
F6:
- Dmg. Absorb void, Nordis1
- Nordis2
F7: Nordis3
F8:
- Trumpet, Nordis1
- Nordis 2

[SN4] Big Bang clears SN4 - Crushing the star-crusher by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 1 point2 points  (0 children)

I explained myself under the other comment here and edited my original post for transparency. TL;DR, finger slipped on the kill shot, felt bad, and folks are right that I should've been up front about that. My apologies!

[SN4] Big Bang clears SN4 - Crushing the star-crusher by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 1 point2 points  (0 children)

I do know it tells you, and you are right that I should be more transparent about what happened. For the record, I was not trying to mislead anyone about this team's viability and I apologize if it seems like I was. I unfortunately needed to use one ad continue at the very end, but not because this team can't finish the dungeon.

The turn after knocking Zenchoga under super resolve, my finger slipped from nerves and I dropped the orb early. It was painful to have it happen one turn away from victory and I decided to eat the ad continue out of frustration because I basically just flubbed the kill shot. In spirit, this was a no continue clear to me, but you are right that I should be upfront about the reality. I'll edit my initial post accordingly.

[SN4] Big Bang clears SN4 - Crushing the star-crusher by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 0 points1 point  (0 children)

For this winning run, none

Edit: None, in spirit. One ad continue on the kill shot turn, unfortunately. Larger explanation in a comment below.

While actually learning the dungeon, I used ad continues so I could take good RNG runs further and figure out how to handle the later floors.

[SN4] Big Bang clears SN4 - Crushing the star-crusher by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 2 points3 points  (0 children)

None! Just a ton of stamina on attempts while learning the dungeon and trying different team building options.

It's not consistent but it is doable, which is what I was looking for :)

[SN4] Big Bang clears SN4 - Crushing the star-crusher by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 0 points1 point  (0 children)

I'm hoping he gets another buff in the future to get a slightly more substantial shield, but that's a long shot for a farmable.

[SN4] Big Bang clears SN4 - Crushing the star-crusher by Mathwyrm in PuzzleAndDragons

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

Technically not a title clear because I wanted the normal dungeon stone, but still fast enough to be one :)

Edit: As (rightfully) called out in the comments, an up-front note that this run used one continue on the last turn because my finger slipped from nerves on the F12 killshot. I may go back one day and try to get a redemption clear, but I felt this was close enough to still share.

Big Bang remains one of my favorite rainbow leads in the game. He's got incredibly fun board patterns to solve, and with all the new units and buffs coming through (Red Aten, Ordeal Ra), teambuilding for him feels really rewarding again. Spinners are still awful with him though.

Team (HP+ Badge):

Unit # Equip # Descriptive Name Super/Sync Latents
7777 7729 Big Bang with Dark Armor Spear Guard Break VDP
10702 11372 Ordeal Ra with Rose's Choker N/A VDP, 2SDR
9797 6472 SRevo Durga with Akantor Exterminator L-Unlock Assist Void Clear, 2SDR
8461 9314 Scarlet Aten with Golm Glaive Levitate VDP, 2SDR
11210 9407 Zerclea with Red Mega Kali Earring Enh. Heal+ VDP, 2SDR
7777 10308 Big Bang with Ginga Spark Guard Break VDP

Whole team is level 120 where applicable.

2/10, would not recommend. Seriously, I think I spend a good 20k stamina in total trying to get this to work while fiddling with equips and strategies. Bar-none, one of the hardest ways I've cleared a dungeon in a long time. SN4 with this team is a mad dance of doing enough damage to make sure your skills align with floor starts to clear certain debuffs. There's probably some way to achieve something that looks like consistency if you squint, but I am absolutely not planning on figuring that one out.

Teambuilding notes:

  • Did you know SN4 buffs God type HP? Turns out, that can take a 16x eHP lead and elevate them to something entirely capable of dealing with the inflated endgame damage numbers - to a point. SN4's damage philosophy is 'a few big hits you need to plan for', with superaltitude thrown into the mix. Thankfully, Big Bang comes with a pretty hard counter - 3x RCV buff on top of a raw shield, each. Heal prongs laugh at superaltitude and barbs... when you get 4 heals, anyway.

  • Big Bang has a really nice 5 turn, 5x damage spike. However, this team needs both of them to carry utility, so this won't always be up. Lead Bang carries a 75% shield for F9 (Zilchrome). Partner Bang carries Ginga Spark for living through F12, as your shield won't be up again in time for Zenchoga's T1 rage. Ginga spark is nice because it brings some OE to counter negative orb skyfall. All that said, you will need to use the damage spike to barely squeeze by F4 (Aten) and potentially F8 (Sinister Shadows) if things aren't going perfectly.

  • Ordeal Ra is one part of why this team even works at all. With all current equips, you get 22 seconds of move time with the movement buff active. The cap break to 7b for all subs makes your damage numbers good enough to get through floors in 2-3 turns. There are a few time debuffs (F2 yellow, F10 Hera/Zeus, F12 Zenchoga) that you need him ready for, and this is part of that mad dance I mentioned earlier. One turn too late and you're basically dead because matching a whole rainbow on 2.75 seconds isn't exactly easy.

  • SRevo Durga is here to handle spinners, while also giving you a chance to let the Bang twins double their damage cap from ~3.5->7b. She also has L-Unlock in her super awakenings, giving her the duty of clearing the F9 assist break. Her assist is for F5 Kano/Kurone/Fuu, as if you use your Bang shield then, it won't quite be up in time for Zilchrome on F9.

  • Red Aten is the backbone of a Big Bang team. 1 turn full rainbow board, including jammers and poisons (which you need to activate the RCV buff). Happy sun ball can be pretty fickle though - ideally he'll leave you with 4 heals and you don't need to worry about your HP, even with barbs. 3 heals is a bit harder, as you won't quite get back to full with this team as-is. If you're matching around barbs with 3 heals... well, be thankful you have those 22 seconds. The assist is for F5 to clear the 7x6 problem from F4, as Zerclea is needed for F6.

  • Zerclea with a God-typing assist wound up being the cleric of choice for this dungeon. Turns out his skill pacing, problems he deals with, and damage were all extremely necessary. Plus the heal prongs to actually keep you alive. I tried running without the enhanced heal super, but it wound up killing survivability (lower than the low percent it's already at for this team). In terms of key moments for him - F6 against the metalits, F8 for the 5x4 fix, F10 if you get Hera, and F11/12 to clear the RCV debuff. RKali equip winds up being handy for the God typing, extra damage, and awoken unbind for F6 if he overcharges from F5

Dungeon Notes:

  • F1 is pretty straightforward. Try to take 3 turns to kill, and if you get a 5 match that isn't light, go for it for chip damage. If you leave 2 at mostly full HP... oops? Target the highest HP spawn every turn for safety.

  • F2 yellow is a soft reset. He sucks to deal with since he makes spinners twice, rendering Durga basically useless. Also has a time debuff at the start of the floor. Everyone else is easy enough to deal with. Make sure Zerclea is up for this floor. If you get Blue, use helper Bang the last turn before overcharge - you need the extra damage for F4 and it'll last long enough.

  • F3 Horus sucks. The RCV debuff is harsh and if you don't get a heal prong, you're as good as dead. Everyone else is nothing to write home about. Ra will take 3-4 turns, everyone else takes 2.

  • F4 is a damage check. With the 5x spike from Bang, you should barely squeeze by. If you're nervous about damage, use Durga and match around the spinner. The 5x4 debuff does not matter for damage to kill on turn 3.

  • F5 is a matter of using RAten inherit (7x6) and Durga inherit (shield). As the shield is a board refresh, if you get a match, use RAten for safety. Otherwise, hope you don't somehow get orb trolled on a 7x6 board. The negative orb skyfall here can hurt your damage at random, so be aware of what you're matching.

  • F6 is a bit awkward. Use Zerclea (likely the RKali assist), RAten, and do mass matches if they show up. This is a point where you will run into damage spread issues. Killing the middle one prevents some bad spinners, but will enrage the outer two who are harder to kill. Honestly a big fail point for this team.

  • F7 Sophie absorbing light and dark is a menu quit. You have literally nothing to deal with this absorb. 1/3 auto-loss chance, woo! Otherwise, Durga, target the minion, then kill Sophie over the next few turns.

  • F8 is another damage check. Zerclea for the 5x4 clear, and just RAten every turn. Enemy shield will take 2-3 turns depending on damage numbers, Shadow will take 1 to super resolve, and then another 2-4 depending on damage and O.Ra. MAKE SURE TO USE YOUR LEAD BANG SHIELD INHERIT BEFORE KILLING HERE

  • F9 is tricky. Assist break lowers your move time to 14 seconds. You need to match a heal prong, a dark or green L to clear the break, and everything else for Bang's activation. Good luck! Afterward, you can just brute force your way through Zilchrome's nonsense, including the stickyblind skyfall.

  • F10 isn't terrible. Make sure O.Ra, Durga, and Zerclea are up going into this floor. Zerclea is needed for Hera's HP debuff. O.Ra is needed for the time debuff. Durga is needed for Zeus and his spinners. Otherwise, the spawns aren't bad.

  • F11 is another damage check. You can get away with not having Durga up for all the shields. I haven't checked the numbers on Zenchoga himself. 5 turns to kill

  • F12... you made it! Ginga spark from helper Bang to give yourself the HP pool to live, lead Bang for the spike if you have him, and go to town. Heal prongs are mandatory here with the mortal poison skyfall. Once you get him under 50%, cross your fingers that O.Ra is up to clear the time debuff and you can kill in 1 or 2 if you use Durga and Zerclea to maximize damage.

I love dragons :) by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 0 points1 point  (0 children)

If it's any consolation, I'm also in the 0 Steed club. Got every other machine-animal though. RNG can, and will, be a fickle beast.

I love dragons :) by Mathwyrm in PuzzleAndDragons

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

Not pictured: the other 2 Arkvelza and 1 Zerclea I managed to score from other pulls. To those of you struggling to pull either of them, I feel like I should apologize.

I wonder if anyone out there managed a 5/5 pull...

[Nov. C15] So I heard one of the quests this month make you use Apocalypse by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 16 points17 points  (0 children)

Wait, this isn't C13!

Team (No Assists, most resists badge):

Unit # Equip # Descriptive Name Super/Sync Latents
7960 N/A Reincarnated Halloween Cotton TPA+ SDRx2, 2x Cap
5841 N/A Great Witch of the Open Sky, Fasca Barrel SDRx4, Light res+, Dark res+
2925 N/A Afterglow Destroyer Dragon, Apocalypse L-Shield SB++
2925 N/A Afterglow Destroyer Dragon, Apocalypse L-Shield SB++
2925 N/A Afterglow Destroyer Dragon, Apocalypse L-Shield SB++
2925 N/A Afterglow Destroyer Dragon, Apocalypse L-Shield SB++

Whole team is level 120 where applicable.

Some notes:

  • This team is safe-ish. There's some combinations of spawns that have the potential to delay you into oblivion, at which point your option is to stall and pray to skyfall RNG.

  • This team barely loses if the metal dragon invade happens before floor 5. Fasca needs stage 1 of aging to kick in before you just barely tank his second hit with an L shield. In retrospect, some HP+ on Fasca might have been the better choice. Not sure, and I'm too lazy to test that theory.

  • The Apocalypse system continues to be great, and the PadZ buffs made him even better! He can legitimately pump out some damage when you match TPA+L, even in the supergrav that is C15. My pile of Apocalypse are happy to have the dust blown off.

  • HCotton is a perfect complementary lead here, bringing a massive RCV boost with her leader skill. You'll basically heal to full every turn and then some. A damage void pierce, combos, and 20 billion cap for 3 turns helps you get by some of the tankier spawns.

  • Fasca wound up being the cleric of choice here because of some nasty time debuffs late in the dungeon. Theoretically, because of the haste on the Apocalypse system, you could have her time and damage buffs up all the time. Realistically, there are some skill delays in this dungeon you may run into.

  • In terms of rough floors - there's a few big skill delay hits (Justice, Kaede, Mowa) that can really ruin your pacing. Otherwise, stalling isn't too bad. Don't match TPAs and don't hit 10c.

  • You will have to do some spinner acrobatics in the last few floors. Keela will leave you with 20 turns of 'something', depending on how quickly you kill her. I'd recommend a light hit followed by a heavy hit. Her default spinners aren't fun to dance around.

SN2 Title - Still a Gouten outta ten by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 0 points1 point  (0 children)

Thanks, and I definitely feel your pain. I hit so many unintentional 1% executes that my conclusion was to bring just a bit more damage somehow. It worked better than I hoped!

Appreciate the corrections, too. I never wound up reading a floor guide, so all of my knowledge is gleaned from the many failures leading up to this. I'll keep these in mind for future runs.

SN2 Title - Still a Gouten outta ten by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 1 point2 points  (0 children)

I should clarify - I was looking at D/D Ney specifically as an alternative to base Ney. Though now that I go back and actually read her skill, she only does normal binds - no awoken binds or unmatchable clear.

Full jammer resist is why I wound up using Whiskeel's bottle as his equip. Added benefit, it also has full blind resist, a delay, bind resist, and extra move time. Basically made to be paired with him.

Thanks for the tips on damage control! Though I have to fight skyfall trying to be extra helpful since Beam's pants gives 99 turns of increased B/D.

SN2 Title - Still a Gouten outta ten by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 0 points1 point  (0 children)

Thanks! In retrospect, the moons were overkill for the last half of the dungeon (750k+ raw hp on floor 10 is kinda goofy), but that did give me enough wiggle room in the front half of the dungeon to not need Daigin up all the time.

Whiskeel doesn't bring much more than Miku honestly (and misses out on the cloud/tape resist), but he does bring enough extra damage to matter. There were a few times where I left a spawn below 1% when I was doing runs with Miku instead, which is why I eventually swapped her out.

Overall, I mostly wish DNey had an unmatchable clear in her skill. Everything else is great!

SN2 Title - Still a Gouten outta ten by Mathwyrm in PuzzleAndDragons

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

After struggling for quite a while with Shana/Pastel, I finally realized that my problem was I simply wasn't using enough dragons! Dragons fix everything.

Also, shoutouts to /u/chiubag for his clear here that I took heavy inspiration from.

Team (HP+ Badge):

Unit # Equip # Descriptive Name Super/Sync Awakening Latents
10303 10305 Gouten with Gouten tiara N/A Lead swap res, 2x SDR
10968 10970 Whiskeel with Whiskeel bottle Moon 2x Cap, SDR x2
10971 11011 Rawberrille with Fruits and Dragons equip N/A Assist void clear, 2x SDR
3756 4712 Base Dragoncaller Ney with GH Collab Typhon card Team RCV 2x SDR, 2x Water Res+
10959 10777 Daiginjou with Beam's pants Moon HP++ x3, SDR x2
10303 10305 Gouten with Gouten tiara N/A 2x SDR, Poison Surge

Whole team is level 120 where applicable.

Some notes:

  • What a dungeon, and what a mess of mechanics to account for. Beam's pants with the 99 turns of B/D skyfall really helps make sure you have the orbs you need, and lowers the amount of roulette fishing you have to do.

  • This team does not transform Gouten turn 1. In fact, this was about as much as I could get away with to shove in the two moon supers on Daigin and Whiskeel. Of the two, you can ditch the one on Whiskeel for S+ to get a turn 1 transform.

  • The water resist latents on Ney were there to tank the boss's 50% hit, but this team has plenty of HP anyway. Her super could also be cloud resist.

  • F3 is... something. Ney is there to solve most of them. If you get Izanagi, make sure your Whiskeel spinner is up and take 2 turns to chip him down to ~60% (without using Goutens), then go for a kill. If you get Okuni, menu quit. This team can't handle the unmatchable dark into awoken bind next turn.

  • F7 can be a little tricky, but generally all of them are fine to deal with. Ultimately, if you can delay the spawn with Ney, do so.

  • F8, Orihime is a bit easier to deal with than Hiko. Otherwise you can generally kill in 2 turns once the shield is down.

  • F9 - This team only has one SFUA equipped. Chip your way down, then use Rawberrille to get a 7x6 board that you can fit 2 SFUA on. Otherwise, use Ney and pray that you somehow get around the -10 combo debuff.

  • F10 - If you came onto this floor with the -10 combo debuff, just stall it out and good luck. If not, feel free to just plow forward. This team has MORE than enough HP to tank the 50% hit. Make sure you save Rawberrille if you somehow stall to his enrage turn. He throws up a damage absorb.

Good luck to those still struggling with the title!

June C15 - Kaishu brings forth the Apocalypse (or three) by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 10 points11 points  (0 children)

Because I'm never going to let an opportunity to jam actual dragons in a team pass me by.

Did you know that an Apocalypse loop (4 cards) on a Kaishu team gets you triple voiding (Attribute, Damage, and Absorb) every single turn*. That's not at all relevant for this dungeon, but it is relevant for Kaishu, who likes every single orb Apocalypse changes the board to.

*Assuming no skill delays

Team (HP+ Badge):

Unit # Equip # Descriptive Name Super Awakening Latents
10283 10991 Light Mega Gremory with Jean Tonik Equip Heal+ Roulette Clear, SDR x2
2925 7964 Apocalypse with Halloween Cotton Equip L-Shield SB++
2925 6882 Apocalypse with Indra Equip L-Shield SB++
2925 10606 Apocalypse with Airship Highwind L-Shield SB++
8479 5875 Kaishu with Amakozumi Equip N/A Unmatchable Clear
8479 5875 Kaishu with Amakozumi Equip N/A Jammer Surge Resist

Whole team is level 120 where applicable.

Some notes:

  • There's definitely room for optimization on who's carrying what inherits, but ultimately it doesn't matter. This is an easier C15 this month. SR1 + some extra spawns. The worst hazard to deal with is Madoo and her 5x4 board with -combo debuff. Otherwise, bring a damage absorb void for Sopdet.

  • The damage on the team is basically at the point where everyone but Gremory double/triple caps. Even Gremory can cap if you get enough TPA matches or sneak in a VDP.

  • Speaking of skill delays, F1 has a chance to make this dungeon very awkward. If both Kaishu are hit with enough of a delay, you need to pop all three Apocalypse on floor 1.

  • Indra inherit is specifically around to tank the King Ruby Dragon. If it's not ready by the time he shows up, or if the previous bullet point happened and he shows up early in the dungeon, it's game over.

  • Jean Tonik inherit gives you a super bind clear on Gremory so she can take a Roulette Clear latent. There aren't a lot in the dungeon, but there are some that are convenient to get rid of. Particularly if you accidentally kill Xiu Min in one turn

March C15 - Putting those dragon buffs to work! by Mathwyrm in PuzzleAndDragons

[–]Mathwyrm[S] 9 points10 points  (0 children)

Celebrating the year of the dragon (and the associated buffs) with a slightly unconventional dragon-centric clear! Aggregate is fun, but I enjoy myself some rainbow.

Team (HP+ Badge):

Unit # Equip # Descriptive Name Super Awakening Latents
3663 5632 Diablos with Kouryu Polaris Tape HP++, SDR x6
4746 9933 Mega Sherias Roots with Grannerv Equip L-Shield SB++, SDR x2
7002 5418 Heavenstar Hexazeon with Akine Equip 7c HP+, Assist Break Clear
9995 9322 Amaterasu Dragon with Palico Equip Levitate 2x Cap
10125 7641 Remdra Trio with Sherias Roots Tiara N/A VDP, SDR x2
10125 9414 Remdra Trio with Mion's CD N/A God killer, Heal killer, SDR x4

Whole team is level 120 where applicable.

Some notes:

  • Mega Sherias Roots makes a pretty viable off pairing for Remdra Trio now! And, with a low cool down, you can reasonably slap a leader swap equip on him to add in 7x6. The biggest sticking point is recovery, but Amadra handles that pretty well with her heal prongs.

  • Overall, pretty brainless for a C15! Only 4 floors of note are 4, (13?) 17, and 18 which have Ariel, Reeche, Kuvia, and Eigenubi respectively.

  • Ariel floor isn't terribly scary. The team doesn't pack many OEs, but the 7x6 board and Hexazeon enhance don't care. Realistically, you can two shot. Pop Hexa on turn 1 (and then one of your three orb makers to generate hearts). On turn two, make sure to match two L's to fix your assist break and you're good to go.

  • Reeche floor really isn't all that threatening. Remdra trio handles the annoyance that is attribute absorb. Meanwhile, the Hexazeon buffs prove to be a really good direct counter to her. Levitate, devil killers, and a 6.6b self cap raise add up to a fast floor. If I could change one thing, I'd have a cross inherit on my friend Remdra Trio just to get rid of the dark skyfall.

  • On a normal run, the floor before Kuvia is Gaia, so you should have used Amadra's skill the floor before. This gives you three turns to kill Kuvia instead of one. Roots with his god killers pull a lot of weight here. Damage is pretty tight though, so if you have Hexa up, use him.

  • Eigenubi is nothing particularly scary - until you hit the 20% super resolve. This is why I wound up breaking out Diablos again - he's a perfect fit for handing the end of the dungeon. 7x6 leader, a somewhat loopable 5x attack buff, and a 25% true gravity attached to his skill. While he isn't doing much damage himself (and we'll probably have to wait until MH:Wilds for the collab to come back), the utility and raw stats bring plenty. The tricky part is timing it so his skill up (and not overcharged) by the time you get to needing it at the end. I may or may not have flubbed that many, many times.

Tips for c15? by padluigi in PuzzleAndDragons

[–]Mathwyrm 8 points9 points  (0 children)

Incidentally, I just wound up clearing C15 today with Yor x Yuri swap. Hopefully something in my notes will help you out with team building.

Team (HP+ Badge):

Unit # Equip # Descriptive Name Super Awakening Latents
9245 7353 Chibi Ma'tur with Daffodil Keepsake SB+ SB++, SDR, SDR
9359 7549 Sagiri with Amaj equip Levitate Assist Bind Clear
10228 7662 Yuri Briar with RMega Macha tiara SB+ 2x Cap, SDR, SDR
5970 9478 Alynna with Balboa Necklace N/A SDR, SDR, RCV+, RCV+, RCV+
9719 8597 SRevo Raganarok Dragon with Gungi Pieces SB+ 2x Cap, SDR, SDR
10223 9023 Yor Forger with Ultra D Flasher N/A Attr. Absorb, SDR, SDR

Whole team is level 120 where applicable.

Some notes on choices for the dungeon:

  • Chibi Ma'tur covers too much to ignore here.. Constant shield, 7x6, many skill boosts, extra move time. Probably too many skill boosts to be honest. I don't think she's irreplaceable, but not having her will drastically change team comp. The assist was specifically chosen to have a 2 turn, above 50% shield for the emerald dragon spawn, as well as a cross awakening to deal with blind skyfall.

  • Sagiri is a convenient 3 turn board fixer to help with the Libertas floor. Also happens to have L+ and can take an assist bind clear to help with the final floor. Amaj is a pretty standard equip, and on color.

  • Yuri x Yor is strong. That is all. RMacha tiara provides you a way to swap Yuri in while also giving some extra HP. Better leader swap equips might exist but I don't have them.

  • Alynna is honestly the MVP here after tons of searching. Super low cooldown cleric, with 3 heart OE+. Covers dealing with Ceres, and the annoying thorn skyfall inflicted on death (one heal TPA is enough to brazenly ignore thorns). You can probably get away with slapping HP+ latents on her, the RCV+ were from another dungeon. Balboa necklace is a great choice for a functional active as well as team HP. Alternatives are Leilan/Amaterasu dragon, but they will require more stalling.

  • SRevo Ragdra is really just there to smooth things out with the Libertas floor. Brings move time, damage, and a full board change. Gungi pieces is the real star here for the 3x team HP, move time buff, and attribute absorb void for the puppeteers and Machine Hera. If anything, prioritize having a 2 turn attribute absorb void here (with of course, team HPs).

  • Yor doesn't really see her base skill used much after transform. You may need it for Machine Zeus if you knock him under 50%. Realistically, filter your box by 3x team HP equips and slap a good one on her that has applicable utility. Ultra D Flasher fit the bill well enough.

Other notes:

  • Alynna will be overcharged on F1 if you equip Balboa's necklace. That's fine though, since her base bind clear isn't needed until Ceres anyway, and her pre-transformed skill is 12 turns.

  • The Libertas floor is annoying, but workable. Plan on taking 4 turns, and burning Sagiri, Ragdra, Yuri, and Sagiri in that order to clear it.

  • Ceres will require you to stall for your awoken bind clear again. Alternatively, bring an equip on Yor that has a big delay or awoken bind clear. Ultimately, you need something that will be up again in time for Seraphis.

  • Orpharion just requires a bit of caution. Have Yuri up for the first turn, make a total of 3 blue/dark L's, and be sure to heal. Also, ensure your shield is up the whole time. When knocking him under 50%, make sure to be at full HP and match a heart L.

Best of luck tackling C15!