
Lv10







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Reward![]() ![]() | |||
- Sub dungeon may be attempted in any order. ( Does not apply to One-shot Challenges ) - The gift awarded is based on the sub dungeon completed. - Dungeon rewards are only granted once per level, regardless of the number of times completed. |
Show all: Skills | ||||||||
FLR | Type | TRN | ATK | DEF | HP | Memo Loot | ||
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1 | ![]() | ![]() ![]() Awoken Sakuya | 1 | Skill | 564 | 5,946,368 | -- ![]() ![]() Passive. While HP is 50% or above, a single hit that normally kills it will instead leave it with 1 HP.. ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() 100% Chance, 1 time-use ![]() ![]() 50% Chance 50% Chance. Will use when above 20% HP Deal 120% damage. Change the following column "O" into Fire orbs O----- O----- O----- O----- O----- Change the following column "O" into Water orbs -----O -----O -----O -----O -----O .. ![]() ![]() 50% Chance ![]() ![]() < 20% HP, 100% Chance, 1 time-use Skill Set 1 < 20% HP, 100% Chance. ![]() ![]() ![]() ![]() ![]() < 20% HP, 100% Chance, 1 time-use. Deal 300% damage and binds 6 Random cards for 3 turns. This will also disable leader skills and awoken skills.. | |
2 | ![]() | ![]() ![]() Awoken Shiva | 1 | Skill | 0 | 8,544,270 | -- ![]() ![]() ![]() ![]() Passive. 50% Fire & Water damage reduction.. Skill Set 1 ![]() ![]() ![]() Pre-emptive Strike. Increases cooldown of active skills by 2 turns.. ![]() ![]() ![]() Pre-emptive Strike. Absorbs 100% of the damage you cause for combos 4 and under for 99 turns.. ![]() ![]() ![]() Pre-emptive Strike. Player -75% current HP.. ![]() ![]() 25% Chance ![]() ![]() ![]() ![]() ![]() 100% Chance 100% Chance. Will use when poison orb exists Deal 200% damage and converts all Poison orbs into Heart orbs.. ![]() ![]() ![]() ![]() ![]() 25% Chance ![]() ![]() 25% Chance 25% Chance. Deal 100% damage. Change the following column "O" into Fire orbs -O---- -O---- -O---- -O---- -O---- Change the following column "O" into Fire orbs ---O-- ---O-- ---O-- ---O-- ---O-- Change the following column "O" into Fire orbs -----O -----O -----O -----O -----O .. ![]() ![]() 25% Chance Skill Set 2 < 30% HP, 100% Chance. ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |
3 | ![]() | ![]() ![]() ![]() Maleficent Phantom Dragon King, Zaerog∞ | 1 | Skill | 1,498 | 9,160,878 | -- ![]() ![]() ![]() 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. 75% damage reduction for 1 turn.. ![]() ![]() 100% Chance, 1 time-use ![]() ![]() ![]() 100% Chance, 1 time-use 100% Chance, 1 time-use. Binds 3 Random cards for 2 turns. This will also disable leader skills and awoken skills.. ![]() ![]() ![]() ![]() ![]() 100% Chance 100% Chance. Will use when poison orb exists Deal 200% damage and converts all Poison orbs into Lethal Poison orbs.. ![]() ![]() 33% Chance ![]() ![]() 33% Chance Skill Set 2 33% Chance. ![]() ![]() ![]() ![]() ![]() ![]() Skill Set 3 < 50% HP, 100% Chance, 1 time-use. ![]() ![]() ![]() ![]() ![]() ![]() < 30% HP, 100% Chance ![]() ![]() < 30% HP, 100% Chance | |
4 | ![]() | ![]() ![]() Relentless Destroyer, Grand Tengu | 1 | Skill | 840 | 18,006,300 | -- ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() 10% Chance, 1 time-use 10% Chance, 1 time-use. Will use when above 40% HP Binds 6 Random cards for 4-5 turns. This will also disable leader skills and awoken skills.. ![]() ![]() 50% Chance ![]() ![]() ![]() ![]() ![]() 50% Chance 50% Chance. Will use when above 40% HP Deal 120% damage. Randomly spawn Lethal Poison orbs from non 4 Lethal Poison orbs.. ![]() ![]() < 40% HP, 100% Chance, 1 time-use ![]() ![]() < 40% HP, | |
5 | ![]() | ![]() ![]() Awoken Viper Orochi | 1 | Skill | 0 | 8,888,888 | -- Skill Set 1 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() < 40% HP, . Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. Skill Set 2 Will use if Awoken Susano on team ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() < 40% HP, . Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. Skill Set 3 Will use if Awoken Kushi on team ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() < 40% HP, . Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. Skill Set 4 First turn. < 95% HP, 100% Chance, 1 time-use. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Skill Set 5 First turn. > 95% HP, 100% Chance, 1 time-use. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% Chance ( 71104 after Countercurrent Scales ) 100% Chance. Deal 100% damage. Change all orbs to Fire, Water, Wood, Light, Dark, Heart, Jammer & Poison orbs.. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% Chance. Deal 100% damage. Hide the following orbs "O" on the board for 1 turn. Moving the orb will not reveal it ------ ------ ------ ------ ------ .. ![]() ![]() ![]() 100% Chance. Deal 100% damage and binds 2 Random subs for 1 turn. This will also disable awoken skills.. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% Chance. Deal 100% damage and randomly change 8 Fire, Water, Wood, Light, Dark, Heart, Jammer, Poison & Lethal Poison orbs into locked orbs.. ![]() ![]() ![]() ![]() ![]() 100% Chance. Deal 100% damage and binds 1 Random sub for 4 turns. This will also disable awoken skills.. Skill Set 6 100% Chance. Will use every 8 turns ![]() ![]() ![]() ![]() Skill Set 7 < 50% HP, 100% Chance, 1 time-use. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Skill Set 8 < 50% HP, 100% Chance, 1 time-use. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() - [Dragon River Octastrike] + [Eight-headed Vicious Suppression] every 8 turns |
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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%. |
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2 By Loki#85433 4 years ago ( 9.6.3 ) This one is definitely annoying because it has every mechanic imaginable, but it's very doable. It did take me several tries to get everything just right, but the strategy below works well. Things you need: 1) One or more unbindable bind clearers (unbindable cards in general will help here). Must be able to clear 5+ turns of binds so passive bind clearers+hearts can be helpful as long as they are on unbindable cards. 2) One gravity 3) One time extend active. 4) A nice 3 color (2+hearts) board changer for your lead The absolute best card here is Awoken/Revo Hades because you need gravity and a time extend at the same time. The best bind clear for this is Grodin since he also deals with awoken binds. I used myr because it was safer to stall when I got bound, but any unbindable lead would be great, and any lead that allows you to stall is fine if you have an unbindable bind clearer. Round 1: tap sakuya carefully. It's very easy to accidentally hit her resolve mechanic (not just at 1hp!!), which is an 8 turn Awoken skill bind. If this happens, it's not the end of the world, but it means stalling for a while on stage 2. There is also an active skill bind at some point, so awoken skill bind will nullify your SBRs and you'll lose your skills. One hit as soon as you are below the resolve. Round 2: Shiva has a combo lock, but 5 combos is enough so not that bad. If you got hit with the awoken skill bind, stall while he is at high health because he keeps changing the board to all reds at low health. Also, keep in mind that because there are 2 binds coming up, it's essential to deal with the awoken bind here. Otherwise your bindproof bind clearer won't be so bind proof, nor will your unbindable leads. He doesn't hit that hard at high health, so in coop you can tank one hit. Don't burn through too many actives, but do what you need to to stall if necessary. Also, since hades has high cd, you might stall here until he is up if you don't have a lot of s+. Round 3: Z8 has a 75% shield on the first turn. His first hit doesn't do damage, just binds several cards. If you have awakenings knocked out this can suck. Unbind if needed, but only if you have 2 bind clearers or unbindable passive clearers, and one shot him on the second turn. Keep in mind that tengu has a much worse bind immediately after, so you may want to save your bind clear for that if you only have one. You can stall a little while Z8 is at high health if you need to, so you might not need to clear this bind. He also has an awoken skill bind, so make sure you are over the 8 turns from sakuya if you get hit. Round 4: Tengu does a 5 turn bind right away. Clear this with an active like Grodin, or two heart rows on a passive bind clear. If anything is still bound, keep him above 50% hp and stall until everything is unbound. One shot him if possible afterwards, but I believe you have one free turn to finish him off if you don't one shot. Round 5: Orochi is a pain. Turn 1: A) Immediately use an inherited gravity (10% or more) B) Immediately use an inherited time extend active like ra or yomi A+B) Alternatively, just use Hades for both gravity and +5 second time extend C) Immediately use a 3 color board change. You can have these on different teams and pass back and forth to use all of those skills. You'll want to end up on your weaker team for the first turn. Using the time extend is just to overwrite the time decrease. You can theoretically do without it, but it's tricky given everything else. Since you used gravity, orochi won't trigger the damage absorb, but he will still lock all orbs after turn 1. Use your weaker team to move orbs from the board change so as few combos as possible trigger. This is especially crucial for heart cross leads. This is why I suggest a 3 color board changer, because a 2 color changer usually triggers most of the board no matter what. Turn 2: Orochi locks all orbs. Now you are on your better team, the damage reduction is gone, and you can just play the board to one hit. I believe you can two hit if needed, but it's only 8.9 million hp (minus gravity damage) and most of the board will be locked so don't rely on getting lucky if it can be avoided. Hopefully this helps some of you! Please comment if you find something to add to this or something that works better. No stones, but it may take a couple of tries to get just right. Good luck!! Last edited by Loki 4 years ago ( 9.6.3 ) 1 Guest#98451 4 years ago ( 9.6.3 ) Helpful guide. I did it with Minerva and it was pretty easy. One extra addendum, the Orochi 'orb lock' only locks orbs specifically. If your 3 color board changer includes hearts, they don't get locked and can be broken on the subsequent turn for a better chance to one shot. I went Shine Flare Ring -> carefully Oc -> Red Guan Yu active -> match and one shot (thanks Tsubacki!). 0 Loki#85433 4 years ago ( 9.6.3 ) As someone mentioned below, you could also use an unlock orbs active on the second turn of Orochi to make your life easier/not have to do the board change nonsense on the first turn. Unfortunately, not everyone has one of these (except maybe Droid or something), but everyone has access to a usable bindproof lead (Myr) at least 1 farmable gravity card (Nordis, Zeus, Hera, etc), 1 farmable time extend (Sonia Gran, Gran Reverse, etc.), and one farmable 3 orb board changer (Cauchemar, etc.) or equivalent (Volsung+Mystic Knight, etc). The only problem with these is that you'll have to work around color and type issues of your lead since you can't inherit (yet). I definitely used a completely REM team with ReHades inherit, but at least it's not necessary. Last edited by Loki 4 years ago ( 9.6.3 ) -1 By sgt502#96889 4 years ago ( 9.6.3 ) You need to hit for more than 888,888,888 if you want to one shot Orochi, else, you'll have to deal with his annoying mechanics and damage shield. And good luck trying to kill him within 8 turns while dealing with his constant board changing/bind/gravity and keeping your damage below threshold. Easier way? Eat the stone after 8 turns. That's what I did. 1 nathan@N17#37737 4 years ago ( 9.6.3 ) http://imgur.com/dTAdfP0 Plan. Resist cheese with minerva and grav orochi. Everything up to him is easy. Resist 3 of them and tengu is wood so easy ohko. 1st Turn on orochi, grav. Then I used elgen (from heroine collab) to make a nice board and tried to arrange board for kill. Orochi will then lock board and buff his attack. Swipe and kill 1 http://imgur.com/HQF392z This lovely gal 0 Digital#5071 4 years ago ( 9.6.3 ) >one shot Orochi, else, you'll have to deal with his annoying mechanics and damage shield. It looks like you avoid the worst by doing > 5% (444,445 damage - rather 44,444,500). In one hit (double for red teams!) That's still hard, but it's 1/20th the task. I came to the comments curious if anyone has suggestions on how to deal with even 5% damage. Can't delay. Poison can't do enough. Gravity. Ronove maybe? (Green on blue, so more like 22.25 M). /me goes to see if a zeus swipe team makes sense... Last edited by Digital 4 years ago ( 9.6.3 ) 0 % damage shields (in the case 99%) don't stop gravity actives. you could also easily do 45m team damage with meri/alb/ilm+dragon slayer tsubakis. if using grav, that turn can be used for board setup, or you can bring a lock remove (3k2) or board refresh (keiji etc). 0 Basically free with Minerva / Tsubaki (killers! MVP) / Cao (Kirin) / Leilan / Gadius / Minerva (Kirin) Take no damage up until 4 -> one shot Tengu Double grav Orochi, wasted a board changer and did stuff all damage, then let killers do the work for 2 turns with no shield |
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