
Time Boundaries Dragon - Mythical Plus







Join and discuss at our Discord Server!
|
|
|
Corresponding Skill Up![]() ![]() | |
These monsters share the same skills: | |
Abyss Dark Ring CD: 15 ( 9 ) Max Lv.7 | ![]() ![]() ![]() ![]() ![]() ![]() |
Astrocharge - Land CD: 12 ( 7 ) Max Lv.6 | ![]() ![]() ![]() ![]() ![]() |
Change the World CD: 20 ( 13 ) Max Lv.8 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Curse of the Darkness CD: 18 ( 8 ) Max Lv.11 | ![]() ![]() ![]() ![]() ![]() ![]() |
Double Attack Stance-Dk CD: 16 ( 8 ) Max Lv.9 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Light Spell CD: 9 ( 5 ) Max Lv.5 | ![]() ![]() ![]() |
Shine Flare Ring CD: 15 ( 10 ) Max Lv.6 | ![]() ![]() ![]() ![]() ![]() ![]() |
Storm Light Ring CD: 15 ( 10 ) Max Lv.6 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Sunrise Zone CD: 16 ( 9 ) Max Lv.8 | ![]() ![]() ![]() ![]() ![]() ![]() |
Sunset Zone CD: 16 ( 9 ) Max Lv.8 | ![]() ![]() ![]() ![]() ![]() |
Note![]() ![]() | |||
- All player cards will start at level 1. - The cards will level up by progressing through the floors. - Experience gained will be based on which enemies are spawned. - The experience gained by each card will be based on cost. The lower the cost, the more experience gained. - Chance for Latent Tamadra to invade in Coin Dungeon |
Show all: Skills | ||||||||
FLR | Type | TRN | ATK | DEF | HP | Memo Loot | ||
---|---|---|---|---|---|---|---|---|
1 | ![]() | ![]() Charming Temptress, Wicked Lady | 1 | 11,947 | 600 | 658,000 | ![]() ![]() ![]() Pre-emptive Strike. Hide all orbs on the board. Moving the orb will reveal it.. ![]() ![]() Deal 130% damage ( 2 hits, 65% per hit ).. ![]() ![]() Skip turn.. ![]() ![]() ![]() < 30% HP, 100% Chance, 1 time-use < 30% HP, 100% Chance, 1 time-use. Binds 5 Random cards for 1-2 turns. This will also disable leader skills and awoken skills.. | |
1 | ![]() | ![]() Tsukuyomi TAMADRA | 2 | Skill | 600,000 | 16 | ![]() ![]() 100% Chance ![]() ![]() 100% Chance | |
1 | ![]() | ![]() Woodtan | 1 | Skill | 3,488,889 | 20 | ![]() ![]() ![]() ![]() ![]() 100% Chance | |
2 | ![]() | ![]() Light Insect Dragon, Pulseneedle | 1 | 24,018 | 6,800 | 5,340,844 | ![]() ![]() ![]() Pre-emptive Strike. Absorbs 100% of the damage you cause for combos 4 and under for 10 turns.. ![]() ![]() ![]() ![]() ![]() 100% Chance ![]() ![]() ![]() < 75% HP, 100% Chance, 1 time-use < 75% HP, 100% Chance, 1 time-use. Binds 4 Random cards for 1-3 turns. This will also disable leader skills and awoken skills.. ![]() ![]() < 50% HP, 100% Chance, 1 time-use ![]() ![]() < 30% HP, 100% Chance | |
3 | ![]() | ![]() ![]() Ancient Ocean Dragon, Coelacanth | 1 | 15,270 | 600 | 4,009,551 | ![]() ![]() Passive. While HP is 76% or above, a single hit that normally kills it will instead leave it with 1 HP.. ![]() ![]() ![]() Pre-emptive Strike. Player -50% current HP.. ![]() ![]() 100% Chance ![]() ![]() ![]() 20% Chance ![]() ![]() ![]() ![]() ![]() 40% Chance ( 30540 after Wind-Up Full Throttle ) 40% Chance. Will use when above 10% HP Deal 100% damage. Randomly spawn Dark orbs from non 1 Dark orbs.. ![]() ![]() < 76% HP, 40% Chance ( 27486 after Wind-Up Full Throttle ) ![]() ![]() < 50% HP, 100% Chance, 1 time-use ( 45810 after Wind-Up Full Throttle ) < 50% HP, 100% Chance, 1 time-use. Deal 150% damage and hide all orbs on the board. Moving the orb will reveal it.. ![]() ![]() < 10% HP, 100% Chance ( 91620 after Wind-Up Full Throttle ) ![]() ![]() < 1% HP, 100% Chance ( 48864 after Wind-Up Full Throttle ) | |
3 | ![]() | ![]() ![]() Metallic Star Dragon, Virgo | 1 | 12,464 | 600 | 4,283,115 | ![]() ![]() ![]() ![]() ![]() ![]() Pre-emptive Strike. Randomly spawn Jammer orbs from non 6 Jammer orbs.. ![]() ![]() 50% Chance ![]() ![]() 25% Chance ![]() ![]() ![]() 25% Chance 25% Chance. Will use when above 10% HP Binds 2 Random subs for 1 turn. This will also disable awoken skills.. ![]() ![]() ![]() ![]() ![]() < 50% HP, 100% Chance, 1 time-use ![]() ![]() < 10% HP, 100% Chance | |
4 | ![]() | ![]() ![]() Blue Time Sorceress, Ars Paulina | 1 | 16,348 | 0 | 6,017,243 | ![]() ![]() ![]() ![]() Passive. 50% Light & Dark damage reduction.. ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() ![]() ![]() Deal 50% damage and converts all Heart orbs into Water orbs.. ![]() ![]() ![]() ![]() ![]() Deal 25% damage and converts 5 Random orbs into Poison orbs.. ![]() ![]() ![]() < 50% HP, 100% Chance ![]() ![]() ![]() ![]() ![]() < 30% HP, 50% Chance ![]() ![]() ![]() ![]() ![]() < 30% HP, 50% Chance | |
![]() | ||||||||
5 | ![]() | ![]() Fire PreDRA | 1 | Skill | 10,000,000 | 50 | ![]() ![]() ![]() ![]() ![]() 100% Chance | |
5 | ![]() | ![]() Water PreDRA | 1 | Skill | 10,000,000 | 50 | ![]() ![]() ![]() ![]() ![]() 100% Chance | |
5 | ![]() | ![]() Wood PreDRA | 1 | Skill | 10,000,000 | 50 | ![]() ![]() ![]() ![]() ![]() 100% Chance | |
5 | ![]() | ![]() Light PreDRA | 1 | Skill | 10,000,000 | 50 | ![]() ![]() ![]() ![]() ![]() 100% Chance | |
5 | ![]() | ![]() Dark PreDRA | 1 | Skill | 10,000,000 | 50 | ![]() ![]() ![]() ![]() ![]() 100% Chance | |
6 | ![]() | ![]() Wandering Wizard, Wee Jas | 1 | Skill | 238 | 6,123,485 | ![]() Skill Set 1 ![]() ![]() ![]() 100% Chance. Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() Skill Set 2 100% Chance, 1 time-use. Will use when >10% HP ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% Chance 100% Chance. Will use every other turn when above 10% HP Deal 100% damage and converts 3 Random orbs into Poison orbs.. ![]() ![]() ![]() ![]() ![]() 100% Chance 100% Chance. Will use every other turn if poison orb exists Deal 180% damage. Randomly spawn Jammer orbs from all Poison orbs.. ![]() ![]() 100% Chance 100% Chance. Will use every other turn if no poison orbs Deal 140% damage. Change the following row "O" into Heart orbs ------ ------ ------ ------ OOOOOO .. ![]() ![]() < 50% HP, 100% Chance, 1 time-use ![]() ![]() < 10% HP, 100% Chance | |
7 | ![]() | ![]() Dragonbound, Myr | 1 | Skill | 784 | 9,107,300 | -- ![]() ![]() ![]() Passive. 50% Dark damage reduction.. ![]() ![]() Passive. Proceed to next floor when HP reaches 0.. ![]() ![]() ![]() Pre-emptive Strike. Reduces time limit of orb movement by 2 secs for 5 turns.. ![]() ![]() ![]() Pre-emptive Strike. Deal 120% damage and hide all orbs on the board. Moving the orb will reveal it.. ![]() ![]() 100% Chance ![]() ![]() ![]() ![]() ![]() 100% Chance 100% Chance. Will use every 3 turns when above 50% HP Deal 140% damage. Randomly spawn Jammer orbs from non 5 Jammer orbs.. ![]() ![]() 100% Chance ![]() ![]() ![]() 100% Chance Skill Set 1 < 50% HP, 100% Chance, 1 time-use. ![]() ![]() ![]() ![]() ![]() ![]() < 50% HP, 100% Chance ![]() ![]() ![]() ![]() ![]() < 50% HP, 100% Chance < 50% HP, 100% Chance. Will use every 3 turns when above 10% HP Deal 160% damage. Randomly spawn Jammer orbs from non 10 Jammer orbs.. ![]() ![]() ![]() < 50% HP, 100% Chance < 50% HP, 100% Chance. Binds 3 Random cards for 1 turn. This will also disable leader skills and awoken skills.. ![]() ![]() < 10% HP, 100% Chance | |
8 | ![]() | ![]() ![]() ![]() Illusionless Time Dragonbound, Myr | 1 | Skill | 1,218 | 14,845,672 | ![]() ![]() ![]() Passive. 50% Dark damage reduction.. Skill Set 1 ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() Pre-emptive Strike. Immune single hit damage over 500,000 for 5 turns.. Skill Set 2 Will use if Tsubaki, Sumire or Kaede on team ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() Pre-emptive Strike. Immune single hit damage over 500,000 for 5 turns.. Skill Set 3 100% Chance, 1 time-use. ![]() ![]() Deal 160% damage. Change the following row "O" into Heart & Jammer orbs ------ ------ OOOOOO ------ ------ .. ![]() ![]() Puzzle starting point has been fixed.. ![]() ![]() 100% Chance, 1 time-use ![]() ![]() ![]() 100% Chance, 1 time-use Skill Set 4 100% Chance, 1 time-use. ![]() ![]() 100% Chance, 1 time-use. Deal 160% damage. Change the following row "O" into Heart & Jammer orbs ------ ------ OOOOOO ------ ------ .. ![]() ![]() ![]() ![]() 100% Chance, 1 time-use ![]() ![]() 100% Chance, 1 time-use Skill Set 5 100% Chance, 1 time-use. ![]() ![]() 100% Chance, 1 time-use. Deal 160% damage. Change the following row "O" into Heart & Jammer orbs ------ ------ OOOOOO ------ ------ .. ![]() ![]() ![]() ![]() 100% Chance, 1 time-use ![]() ![]() 100% Chance, 1 time-use ![]() ![]() 100% Chance Skill Set 6 < 50% HP, 100% Chance, 1 time-use. ![]() ![]() 100% Chance. Will use repeatedly Absorbs 100% of the damage you cause for combos 7 and under for 1 turn.. ![]() ![]() ![]() ![]() < 20% HP, 100% Chance |
|
|||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||
|
In normal dungeons, rare monsters have approximately a 2-5% drop rate based on player experience. The rate may be slightly higher for harder difficulty tiers. For end game bosses, the estimated drop chance per difficulty is: Mythical 100%, Legend 100% ( 40% If a Mythical Dungeon is available ), Master ~40%, Expert ~5%, Adept ~2%. |
Tell us what you think about this dungeon![]() ![]() |
Add your comment |
2 By Xenorosth#55896 5 years ago ( 9.0.3 ) For those who don't know, Time warp is a new mechanic. It picks an orb randomly and makes it the only orb that can be chosen as the starting orb. 0 By the time Zeus-dios is done, that orb will be green, damage absorb notwithstanding. "Get good"?! I didn't spend months farming two teams worth of max skilled zeus-dios-es to get good :-) Honestly, though, yes. Cool mechanic. I didn't find it nearly as annoying as I thought I would when I read the description. 0 By nturtle#21208 5 years ago ( 9.0.3 ) When's this supposed to hit NA? 1 HA! It was slightly less than 2 months you fool. That'll teach you for having reasonable expectations of GungHo's sluggish demeanor built upon the empirical evidence of their past performance! ... For real though, I have no idea why people are downvoting you for calling it like you see it, enjoy the +1 even though you happened to be wrong 0 By NextTimeSA#77911 5 years ago ( 9.0.3 ) I think I hear people saying the cool thing to do for this is a full team of Zeus Dios? what's up with that? 3 hamelin#54249 5 years ago ( 9.0.3 ) Here is the optimal Awoken Liu Bei farm team for the legend+ difficulty of this dungeon. You; Awoken Liu Bei (inherited with A. Ra to deal with floor 1 in a timely fashion, def void or poison is fine too just make sure it is up on time) Zeus Dios 3x (near max skilled is fine depending on the set up, +297 is MANDITORY) Leeza (inherited with a 25% gravity such as Hathor or A. Hades, needs +99 ATK eggs to reliably oneshot the wizard) Partner; Awoken Liu Bei (inherited with Thanatos / Raphael to tank some of Miru's 2nd form hits while stalling for the damage shield) Zeus Dios 3x (once again, near max skilled is fine but do the calculations yourself. +297 is preferred but not manditory) Gronia / Avalon drake (this is to make a reliable 5-6 combo board, remember that Liu Bei needs 6 orbs connected to activate his LS) There is very little wiggle room in this set up as most alternatives have already been mentioned. On the other hand, a very large part of both teams are farmable so there is that. -Thanatos/Raphael inherit can be replaced by non-awoken Susanno to tank miru's second forms hits, this does bring a bit more risk and requires both players to heal up in between hits. 0 From what I've heard, Awoken Liu Bei is a popular leader for this team. And yes, apparently it is a full set of 8 Zeus-Dios. 0 so is it 8 zeus dios (4 per player) with row any leads or anyone specific? 0 Jacky@PG#9485 5 years ago ( 9.0.3 ) Here's an almost entirely farmable team for taking on Miru. I'm unsure what difficulty this is but all you need to do is to be able to take on Legend Plus if you wanted to farm her anyway so... Thanatos is inherited onto both Tengus, the Wood/ Water monster on the second team is a PAD Cross dungeon drop. https://www.youtube.com/watch?v=DLxibnG9PPo 0 I apologize if this is a stupid question, but where on earth are you meant to get enough pluses to have three zeus-dioses +297'd? 0 By the time you're doing these rogue dungeons you've likely gotten good enough to plus farm several monsters up to 297. That and all the extra ways they're giving us to give plus drops, it's really only a matter of how much time you want to spend on farming them. 0 By SirJeivus#73189 5 years ago ( 9.0.3 ) Anyone know how much exp this dungeon gives? For some reason JP youtube vids don't show that. 0 By Trioniks#76372 5 years ago ( 9.0.3 ) Am I the only one that think this is getting bent out of shape? 14 mil? oh well in time I will do this dungeon. 0 By LoreKeeper#78427 5 years ago ( 9.0.3 ) 1st floor, she swatted me like a fly ... 3 stones ... bam! bam! bam! -_- 0 By greml1n#39494 5 years ago ( 9.0.3 ) 0 stone with a Tharia team on mythical thanks to some outstanding play from my partner. Both teams had rowphael and his team had ilm which was extremely useful. Needed to use both rowphaels on the predras, but we had over 78k at that point so we were able to take one hit from all three. Once it got down to two it was pretty safe. Stalled to get skills back on wee jas which was easy with all the bottom row of hearts he provides. Just save a few for your partner to use while clearing the poisons on the next turn. On her second form you need to wait out the 5 turn damage limit and then you have 4 or 5 turns to convert the whole board with immunity. Rowphael plus Apollo plus Thor may not be enough if you get zero skyfalls after the all light board, but you have three more chances after she heals and a couple light rows a turn will get the job done. Lot of places where you have to manage your healing, and clear when you intend to clear (watch those < 20% on the earlier levels), but it is doable. 0 By Alisha#39435 5 years ago ( 9.2.1 ) Beat this running co-op and A. Liu bei. My team: A. Liu bei (max leveled/skilled/+297) {skill inherit A. Hades} A. Zeus Dios x 3 (max leveled/skilled/+297) Ulti Perseus (max skilled/leveled) {skill inherit A. Ra} Notes: perseus could be replaced by another hard hitting green monster (preferably with row awakening). Tried with A. Ra himself; not enough damage. Tried with Australis; not enough skill boosts to have my A. Hades up. A. Hades could be replaced with another gravity or poison; just make sure you have enough boosts for said monster to be up by floor three. His team: A. Liu bei (max leveled/skilled/+297) {skill inherit Ulti Raphael} A. Zeus Dios x 3 (max leveled/skilled/+297) Ulti Avalon Drake (max skilled/leveled) Notes: Raph could be replaced by Thanatos (he didn't have one and neither did I) or some other void damage. Thantos makes the stall on Myr much more of a sure thing, not having to rely on healing quite as much (3 turns of void damage rather than two), but a full board of hearts is nice since this team has effectively zero heals. Floor one: Dios Two: Drake Three: A. Hades/Dios Four: Dios Five: Ra Six: Dios Seven: Dios Eight: Here it depends on your boards etc. Heal when you don't have full health and store hearts when you do. Pop your void damage as soon as you can't take another hit. As soon as the five turns is up, pop Dios and destroy. Dungeon notes: the only sketchy part for us was making sure we could heal enough on final Myr. We were able to store up plenty of hearts, but I can see where one could have trouble if orb trolled. As noted above, Thanatos would possibly be more helpful, but won't give you a full board of heals. The other thing worth noting is make sure that the person who has the pop for the final Myr form is also the one who kills sub boss Myr; otherwise, that person will end up bound and unable to pop/destroy when the stall is up (guess if that happened to us once?). Good luck! Last edited by Alisha 5 years ago ( 9.2.1 ) 0 By secret#38902 5 years ago ( 9.2.1 ) Chances are that if someone completed the Nordis dungeon to get him as an evolution material for Myr, they won't have any trouble clearing this dungeon. 1 frenzy85#94134 5 years ago ( 9.2.1 ) I don't think so. Myr is harder than Nordis for many teams. I solo'd Nordis, but had to do multiplayer to clear Myr. (Ronove team) Nordis only has a 30% chance of using a powerful move (Charge -> Attack), which isn't even OHKO for most multiplayer teams. His other moves can be survived even solo. If you run Ronove or other leaders with damage reduction, it becomes even easier and his OHKO move can be survived solo. The most important thing, though, is that Nordis can be two-turn spiked pretty easily. It's even possible to one-turn spike him, and you're free to use board changers. I try for more turns when possible to avoid his <20% move. Conversely, Myr takes at least 6 turns to kill. Just stall? That's what makes it hard. First of all, you'll probably have to spend the first few turns with less time to match orbs from the debuff in her first form. On top of less time, she uses Time Warp every other turn, which further complicates matching. Then there's the fact that if you get skyfall-trolled, you'll heal her up. Meaning at the end of her barrier, you'll end up facing her at full HP. Furthermore, Nordis has one move that can OHKO if you're soloing, excepting his <20% move. Myr does comparable damage to that every time she attacks... Her bind compared to Nordis? She binds for 6 turns, and binds unpredictably. Nordis binds dark for 3 turns. Easier to unbind and you can just bring an unbindable dark sub and you're fine. She also has 2mil more HP than Nordis, her first form does stuff unlike Nordis that just does damage, and her dungeon has less floors to charge up skills on. You actually need to think before you match orbs and have a decent team to 0 stone her reliably. Nordis is so much easier... P.S. I beat Nordis solo around my 30th day of playing (previously experienced, played on JP servers many years ago). That's why I find her much more difficult. I don't have enough cards to make teams to counter specific things (for example, not even a single damage reduction aside from Ronove's leader skill), so the simplicity of Nordis's dungeon was very obvious to me. Last edited by frenzy85 5 years ago ( 9.2.1 ) 0 By SPDcrasher#84050 5 years ago ( 9.2.1 ) On FL 7, when 20% lower health, the "War Claw" does 200% damage...... Does it mean even if I use Raphael's 100% reduction, I ll still die ???!!! 0 By Entilzar#53716 5 years ago ( 9.2.1 ) Done solo with a Kaede team. Leader: Kaede, max skill, +297 Sub1 : Michael, max skill, +13 Sub2: Ult. Vishnu (2081), max skill, +250 Sub3: Ult. Perseus (2659), max skill, +0 Sub4: Ult. Perseus (2659), max skill, +276, Latent Resist L/D/R/G/B, inherited A. Ra Sunburst Knuckle. Fr Leader : Kaede, max skill, +297, Latent 2 Skill Delay Resist + 3 Attack. Use inherited Sunburst Knuckle on floor 5. Use inherited Gungnir to recover from 6-turn bind Time Bind on boss. Otherwise, it's obvious : make cross-heart and green combos... 0 By Kirito#46338 4 years ago ( 12.0.3 ) Farming in coop mode with D Athena team. Even though the boss is 50% dark damage reduction, you still hit with at least the same power as any other color team because the boss is light. D Athena, D Valk (A Indra assist), Sima Yi (Ryune assist), R Haku x2 D Athena, R Haku, R Loki, Lumiel, R Anubus Tips: - poison or true damage for FL 5 (e.g. Lumiel) - 75% damage reduction for 2 turns makes stalling on the boss easier (e.g. Indra assist) - a card with bind clear is useful for the boss since she will bind some subs while you stall. Not mandatory though. I beat it 10 times straight without one in my team until I switched Eschamali for Anubus. FL 1 - pop D Athena delay, then focus on the woodtan FL 2 - R Haku board change FL 3 - D Athena delay FL 4 - board change FL 5 - Lumiel true damage FL 6 - use board change from Lumiel FL 7 - D Athena delay then kill slowly to use up some of the time reduction FL 8 - Pop Indra and stall until 5 turns then kill with Haku + Loki (overkill!) You have so much HP (88k at FL 8 in my case) it is really hard to die with D Athena in multi-player mode! Under 5 minutes with 100% win rate (15 out of 15). You don't need to use the same subs as me, as long as you follow the above tips, any old D Athena team should work fine. Loki is overkill. But your team should be hypermaxed preferably. Last edited by Kirito 4 years ago ( 12.0.3 ) 0 By Wiedzma#101915 3 years ago ( 12.0.3 ) I cleared it with Reincarnated Haku x Dark Athena team. Still don't know if I was super lucky or this build actualy worked well. My subs were: The One Chosen by Era, Himura Kenshin and Nameless Blade Brave, Masanume, both for rather low cost so they level up quickly and dmg active buffs Windrunner Dragon Knight, Ishtar for her active to deal with Predras and her dragon killer awakening which is great in this dungeon And finally Reincarnated Lakshmi to heal myself if I got in trouble I know this build seems so unoptimal (2 green, 1 red and one blue card in Haku x Dark Athena team sounds crazy) but it worked! I popped up Haku's skill at first turn to make sure I kill the Wicked Lady in one hit and then just tried to stay safe with full hp for the rest of boards. I used Athena's and Manasume's skill somewhere, but I dont remember excactly where. Predras got killed by Ishtar. At last board, I used Athenas delay again to safely deal with Myr in her first form. Then when she changed the form, I focused on healing myself and waited for her dmg void to finish. When so, I changed the board with Haku, used Kenshi's skill and I one-shoted ger this way, though 2 of my cards were binded 0 By misticspea#101589 3 years ago ( 14.1.0 ) I did with Kiri. Kiri/ZHera/ZHera/Whaledor(ZVerse)/Ting(ZMercury)/Kiri(Ra) Battle 1:Kiri up on first turn,use Kiri.Stall and use ZHera,ZHera,ZVerse(gravities) when up. Battle 2:Use Kiri.Stall and normally defeat when gravities up. Battle 3:Use ZMercury to defeat. Battle 4:Use Kiri.Stall for Ra and use gravities when Ra is up. Battle 5:Use Ra to defeat. Battle 6:Use Kiri.Stall for gravities and use them when up. Battle 7:Use Kiri.Stall for gravities and normally defeat when up. Battle 8:Use Kiri.Stall for the 5 turns to rid the absorb,then use gravities to clear. -1 By El Rayo#25260 5 years ago ( 9.2.1 ) Had to bust out Summyr to see how she would do against her light counterpart. Easiest runs I've ever had lol. My subs were Sumire, Resolve Amon, Ryune, and Gabriel. Cake walk all the way through as long as you can shield cross at the right times. Low CDs and haste provide more access to heart makers. This dungeon gives me so much trouble with my other leads. Summer Myr is incredible. -8 By WhiteViera#45987 5 years ago ( 9.0.3 ) 387492210 anyone wanna co op with me? main team be sumire , A.pandora, A.luci, yuna, sakuya, A.DQXQThis post has been flagged as spam Show -8 By nturtle#21208 5 years ago ( 9.0.3 ) Easier than expected, only used 3 stones. A.Pandora/A.Haku/Zuoh/Ar.Batman/LuBu/a.Pandora I really just had some trouble with floor 3, I died twice to those guys. Died once more stalling the 5 turns for Myr's Space Time Distortion. After that just nuke her.This post has been flagged as spam Show |
Please follow the guidelines when posting a comment: - Your comment must be in English or it will be removed. - Stay on topic, only post comments that will further the discussion. - Do not post that you are looking for friends and do not post anyone's user id. |
My Previous Builds![]() ![]() |
Do you forget which build you used for a specific dungeon? Save your build today! |
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 |
- Myr Descended! - Mythical Plus |
The Wee Jas floor before you get to Myr's first form is a godsend for bulky teams. As long as you clear all the poison orbs, he'll constantly give you hearts, allowing high HP and RCV teams to stall as long as they don't hit him too hard. If you can stall, then you can feel comfortable popping all skills you need on the way up, knowing that you can use this floor to get them all back before the boss.
On Myr's final form, odds are she'll generate enough hearts for bulky teams to stall. Don't plan to do it forever though. After 10 turns I think, even at full health she'll bust out a Time Saw, taking out pretty much anything without severe damage reduction. You'll know it's coming when she uses Time Steal. Time Saw should come out the very next turn.
I can clear Legend Plus safely with Thor, Venus, Valk, Baal, Raphael, and a Saria friend. Raphael and Valk safely take care of the floor three dragons, and everything else you can use liberally to get through. Get everything back on Wee Jas and bust down Myr's first form with Saria+Valk+Venus. Stall on the final floor for as long as you need for binds to disappear, and nuke with Raphael+Valk+Venus+Thor. It's probably safer to do this with a bind clearer and/or a heart maker on hand, but it's not strictly necessary.