Dungeon InformationTeam BuildsComments
( 0 )
Limited Time Bonus ( PDT )
|- 8:00 am - 3:59 pm||Mon||( Drop% x 1.5 )|
|- 3:00 pm - 10:59 pm||Wed||( Drop% x 1.5 )|
If you have issue on clicking the tab can be solved by refreshing the page, or clearing the browser cache.
|Do you forget which build you used for a specific dungeon? Save your build today!|
By David: All Balanced team. My team leaders combine for 5x ATK and 2X HP for balance types. Was apprehensive going in, but pretty much plowed through relatively easy thanks to 5x attack. No skills were needed on stage 6, burned all skills on Stage 7 to get as many fire orbs to kill DKs then changed to water orbs for FK.
By strath: I've been farming lava tubes for a while and have moved refined my strat.
The key 3 are
Flare drall - 50% wood/Fire resist
Heal per turn - at least 1600 heal per turn lower and you have to mind your health
Neptune - mine does around 4800 per turn, so i can just match till dead the last 2 bosses.
Rest is your strongest
By itspeasi: Fill slot 4 & 5 with characters that can nuke the enemy. I use Odin, the War Deity and an Angeling.
Stage 1-5: Use nukes on the flame golems to speed things up early on. If things get hairy with the devils, use your Naga to slow them down. Use Amaterasu if <30% HP.
Stage 6: All nukes on golem.
Stage 7: Nuke left to rig
By Josh: These were the people I had at the time but obviously the evolved versions would be more helpful. Vritra can be replaced. Flare drall with odin makes the flame guardian only do 750 and PK only 620. Use magma breath on earth knights then recharge. Can use gungnir to help speed things up. Take out DKs first on final floor.
By 古九寒 van@PF: Not the best team, but at least enough to get me though this stage. Your hardest encounter would be 9 and 10. 9, Golem and 2 small knights. 10, 2 x DK and PK. At 9, use MVD's skill to take out the creeps then grind the Golem. Make sure your skills are fully charged before next fight. At 10, use skills & take out the 2 DK 1st
By Falcon@rpd: I spend the first couple of fights building up my team powers for the last 2 stages. The defenses on the last two stages are tough but the activation powers help speed it up.
|Suggest a build|
Note: Stones and estimated times are still based on monster level, monster skill level, individual player skill, initial orb spawn and luck. Due to these factors, down votes have been disabled for the original poster.
|Stone = Estimated number of stones to clear this dungeon|
Time = An approximation based on each individual build