By milkyway: Levels and awakenings don't matter too much. helps if lilith has some skill ups. Just match five of a kind of dark, light and water orbs over and over till boss. Boss: use lilith and move one orb. Very easy. You don't even need double lucifers. You can use any other monster as your second lead.
By milkyway: When your sick of waiting forever for your mystic masks, this is the quickest farming build. All fully awoken. Siren max skilled. mini valk skill level 7. All max leveled. TPA everything to death with as many extra combos as you can get. Pretty much one shots every level. Get mad.
By (._.)™: Can't lose team. But any team of all dual type of single main element with double HP multiplier leader/friend will do the trick. Try to have at least 30k HP in case you need to take a few hits. Easy peasy.
By yin: Lower the level, the better. Amaterasu is fully awakened. Stall and stack up yellow orbs like a pyramid on fl 1. Do not use poison unless you are faced with many monsters attacking at the same time. On the last stage, use Shouki and 6th Angel's skills.
By Finngirrl: Wood Ice Ogre lv49, +1, 1 awakening. Vampire Lord lv50, Lilith lv52, AB Bluebird Blues lv10 and lv13. Green Odin as high as possible with awakenings.
Stall first rounds, use skills when necessary. For final round (5th) save hearts, Vampire skill, Lilith skill, mark Mystic Mask and -> dark attack. Mystic Mask drop.
By Dragonman: Leader and friend not important, as long as you stall on lvl 1. When skills up on all Banes, they OHKO each lvl. Stalling is easiest with one/two color team. Ra can sub for Bane. This build is also used for all jewel descendeds.
By david: Basic resolve team, the hobgoblins are there just in case there aren't any wood orbs.Take out any synced monsters first. Make sure your health is always above 70percent , try to have low level monsters except for alraune. stall on the first floor to get hobgoblins up, save a few wood orbs if possible and use skill if necessary.
By DMC45: Michael's skill will give you enough health to survive one hit. As always you have to destroy any two mask that will attack at once. Charge all skills in the first 3 levels so that way when you get in a jam you can use them. If you do not have a Green Sonia use a Green Dragon Fruit
By Tex-Rex: Be patient and watch your health. Save the skills of your team for the end (with the exception of Sylph, use her's when you want). High RCV and HP with some patience and this dungeon is fairly easy. Stall on the Demon Masks for cool down on skills but waste no time with the Divine Masks. At the end take down the Mystic Mask firs
By Zyrial: I have not been able to ultimate evolve many of my subs so I instead use a team that hits in every color so the attacks that get reduced to 1 still kill any mask in 2-3 turns. Odin covers me for when I cannot kill a mask before it attacks or to run through turns to charge poison. Then neptune skill the boss. Easy.
By G.O.: This is basically my light team with a double HP/RCV helper. Any high RCV subs will work, and Snow Globe Dragon Blanc can be replaced with Lemon Dragon. Ra is necessary for the Solar Lazer which only takes 14 turns to charge. Once charged, its an easy sweep. I save my Ra for the last round and smoke the mystic mask.
By Yahya: Lots of liberty with this build. Just stall floor 1 to charge the poisons (be sure to save dark orbs for FLR 2). Then take out this floor by using dark orb matches. Just poison your way from there. TEAM NOTES: Ghostring and Lilith are interchangable. Dub Mythlit can be any dark monster with good HP.
By Jc_Ch0: The less HP the better.
Stall at R1 and R2 (if masks have same turn left before they attack, kill one ASAP).
Use Echidna if Mystic Mask shows up or eliminate heal orbs at least once each turn.
Use Orb Change if three Divine Masks show up. Concentrate your attack on one mask if two show up. Boss round: Echidna, then Orb Chan
By b----n: Swaps: 1-Resolve skill guy, 2&3-Poison, 4-Stall, 6-3x+ healer.
Charge skills first round. Save one poison for last round. Only use other poison for rounds you don't think you can win. Resolve / Stall / Heal lets you beat most rounds w/o Mystic Masks. Bring another poison if you can. Mystic first round is just bad luck.
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Dragon Dad: Thank you I needed this team!
By Deathnote: Stall on first round to activate poison abilities. Clear floor 1. Pop one poison per floor at the beginning. Clean Sweep all the way through.
By PYF: Super easy build, but stock the wild cards with good dark attribute monsters for hp bonus. You can survive 2 mask blows this way. Use stall with batarang and echidna when necissary, and lucifer if necessary. Save blues poison until the next round. Poison works even at lv 1
By Joe: Batman used for double dark attack and for doubling dark monster's hp. The plan with this team is to have enough hp to tank a couple hits while you charge abilities and stack dark orbs on floors 1/2. On the 3rd floor (2nd if needed) use Shiva's abilty clear all floors in one hit. Use dragon abilities if you don't have dark orbs.
By BeanTavy: Simple build if you have a friend that has Odin. Odin + Holy Dragon ensures that you are likely to survive 1st level Mystic Mask (2 rounds to heal). Top Droidragon eliminates defense in 5th round and any ripper dragon can be used to defeat all 3 masks. If two masks will strike simultaneously, focus your attacks to eliminate one.
By Tsuyoi: Archangel should have at least 1 awoken auto-heal. Stall on level 1, charge all skills, store light orbs. KOL + Odin survives double hits (first does 1000, second does 5000). Ogre blue mask on level 4. Golem + odin nukes Mystic (Golem does armor to 25000, Odin does 50xatk>25000
By Prem: Easy and efficient build.Stall on first or second round until shiva and dragons skill are ready than use shivas skill and use 1 dragon on every floor to finish dungeon. You can replace dragons with monster of the same color ex) echidna, volcano dragons, tryrannos
By Zer0Jin: Hybrid mono wood team to do 8 total damage. Use 1st floor to charge skills especially Top Droidragon. Like Shiva's skill Droidragon's effect carries to next floor if you sweep. Can use any autohealer to heal back to full health to activate Odin's skill in case you need to take some hits. Last slot can be any wood monster.
By ama*ebi: Other two monsters must be Light.
Floor1:after killing one of the masks, match only Heal Dk Wt Wd orbs for 22 turns, then activate Shiva skill.
Floor2-5:make sure you match at least one set or Light orbs every turn (Shiva's skill won't carry on to the next floor if you don't). Remember that LWD + Shiva skill can clear a flo
By chase: Cheap and easy build. Stall on first floor and build up orbs. Use Titan's skill if needed, but you probably won't. On floor four, use ogres skill to nuke blue mask and if the others attack on the same turn use shiva. Last floor stall with enchinda, then finish them with Lilith. Ninja can be subbed for any fire ATT monster.
By seigi: A mono dark team, high HP allows you to survive about 2-3 attack from divine mask. Lucifer can be replaced by any monster with leader skill to increase Dark Attribute monster HP. Dark Golem is for amor break the final boss together with Chaos Devil Dragon nuke = OTK. Keeper of Rainbow just for HP buff and damage reduction.
By PAD Expert: Charge up your succubus skills on floor one and two, unless there is a mystic mask or divine mask. On the fourth and fifth floor, you should use poison mist. Make sure no masks attack at the same time. The team should have at least 5000 health, more health is not necessary. It is preferable to have defensive stance monsters.
By mayhem516: A super high HP team, because a zombie team wasn't working. Find leaders with the 2x HP leader skill. Thanatos also has void light damage, which is a +. Two orb changers, for ammo and hearts. Rainbows for the high HP and 1/2 damage skill. Lucifer's morning star for emergency. Stall on early lvls to charge skills. win!
By WhiteFire: Not really a Resolve team. This one focuses on dealing a lot of attacks per turn, max of 10! Charge all skills on 1st floor. Only trouble will be random Mythic Masks. On 4th floor, use Ogre Strikes. On 5th floor poison and wave goodbye. This team works great for Spirits-Expert as well!
By The7Plys@ε: Safe build with high HP. Charge skills on wave 1, if desired (but not needed). Gigas and Homura with max skills work best. I usually switch between Freyr and Flare Drall for the last slot. Perfect farming team for masks/sprites.
By POOPYFACE: Charge all skills at round 1. Use orb changer when needed. Round 4, use ogre skill. 1 more suggestion- mass attack helps a lot!!!
By foosean010: Charge skills on floors 1-3 and build 4*4 of green, blue, and dark on bottom rows. Use ogres skills on floor 4. Use mermaid, Cu chu, and amon skills on floor 5, targeting mystic mask first, then making sure to ko one of the others before they atk. Used this build ~ 10 times, easily clearing the dungeon.
By Rubicari: Safe build as long as u charge up the 2 poisoners in round 1 (sometimes in 3, as long as u don't get hit with div masks in rounds 2-3). Half dmg from dark/light is just precaution. Save orbs in first round(s), once the succubi are charged, just clear the rest of floors 2-3. Open up w poison on 4 and 5.
By Catfishtoe: Pretty straight forward build just make sure no masks attack at same time and make sure lucifer is charged before final round. At the last round open up with lucifer's skill and you will be left with one mask. If there is no dark orbs use vampire or dragon knight skill and you should complete with ease.
By panda: It's mostly 3 things, skill with orbs, saving, which to attack, and making you sure don't get attacked a the same time. LOW with HP so you can get Siren to heal 100%, and have Blue Orge's skill take affect. Lastly, alot of patience and luck.
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Lawbringer: I just wanted to say thank you, I used the same build (I substituted the sapphilits with indigo deamon masks because I didn't have any sapphilits at the time) and succeeded first try! This team is simple, and doesn't require an insane amount of high level hard to get monsters. So thank you for helping me conquer this dungeon. :D
By Anqi@PF: Easy and mostly farmable quadruple resist team. Heaven Neptune subs for Abyss. Always target synced masks and light masks first (unless using Heaven Neptune). Keeper is for HP and wildcards should ideally be high HP and ultimate evo'd for double the attack. I used Arch Hades and Chaos Venus. Keep Neptune's poison for last round.
By Justin: Any fire helper will work. Stall on first floor unless you find a mystic mask. Don't match any fire orbs until Shiva's ability is up. Use Shiva's skill then match sets of three orbs per round. You will always 1 Hit everything. Orb changers in case of sticky situation. MVD can kill as well. Shiva lead for easy pal points. GL.
By Chronos@PG: Very easy and safe~ Charge the skills of cdk and vampire lord at the first floor. Do twice mass attacks at the fouth and fifth floor then done!
The risk is even lower if the leader(s) is/are replaced by sd lucifer.
Also #3 #4 can use any other dark monsters to replace.
By Komete: Safe and easy, the only skill is how to charge 15 turns in 1/F. You have to charge all the poison sub in the 1/F, which the two leaders will ensure you will live. Once you have all your sub charged, start poisoning the monster in the 2/F ~ 5/F.
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Serin: Seriously, this was gold. I had a Lilith / Succubus / 2x Ghostring. I didnt have the best fit on the team, but cleared 3+ times today and now have a stock of all divine masks where before I had never cleared it.
By Jorge: Very easy. Match the water orbs you have, if you don't have any try and match and many other orbs as possible. The only time your HP might get low is on the last floor. Combo Siren's skill then Siegfried's skill. Plesi's skill shouldn't have time to activate. Gabriel/Undine can be substituted with Snow Dome Dragon Bleu.
By Liris @PG: E-Z mode. Group works for any two of a color with 2x HP/RCV leaders. Keeper can be any mechwarrior of that color, basically just high-hp red creatures with decent RCV, RCV before buff should be at least 1k.
Easy group, on last round just pop echidna, get any of the ones you want dead first killed, then pop the keeper/guardian.
By colin: This is a simple Zombie team. I only use the odin to live a hit from two of ghe mask hits. With this setup, you have a very high RCV to regain HP really fast. Charge Lilth's skill for the boss floor. Orochi can be replaced easily by ogre, but a higher health would be recommended.
By kitrz: Very easy to beat all of masks you can change friend's leader to War deity Ares
By Xanthotox: Easy zombie build. Ogre is for zombie skill, Lilith is for final boss/emergencies, Goblins are for changing heal orbs into fire orbs, Amaterasu is for healing/emergency healing, and Echidna is for delaying enemies attacks just in case you need more time to charge skills etc.
By LotusOne: Odin for damage reduction. Siren back up healer. Lilith (Succubus) for Poison skill to clear final boss or use in emergency. Dub-Mythlit for health and hit points (swaps for any good team alternative). Echidna for more turns. Amaterasu for Main healer. Easy run, I've never had any problems.
By papak: friend's leader can be anyone~charge all skill at first floor ,then,,,,,release it in each floor~~~
By StankPuss: This build is mainly defensive. It allows you to get hit by two or three divine masks in one turn without dying. Siren is used to restore your health if it gets too low. The machine Golem makes it possible to do more than 1 damage when mixed with Fenrir and Idunna. The noel dragon is used to one-shot the mystic mask at the end.
By Sachi: This team can withstand 2 hits from the divine masks. A similar team can be made with other colors as long as you have at least 8000HP in your team, an elemental as your L or FL, and 2 or 3 orb converters.
By Adam: The leader is used as the primary safety. Build up Echidna as the secondary safety, and then focus on scoring singular red+green+blue combos— long chains do no additional damage—with one 5-orb match. This should work just as well with other dual element creatures, preferably aligned a bit by color. Also used for expert Spri
By deseal: The Succubus is for emergency use (like for the last stage), double attributes Ogre will give double strike each turn and Alraune should be able to recover 70% HP every time.
By Akhas SA: Replace Chimera with Echidna or other Red creature with breath weapon less than Shiva's ability. Stall and use StE's power to get rid if too many red orbs.
By cocytus@PF: Either Shiva will work. Build works mainly off building up skills in the first two rounds. Shiva's skill should be priority, Echidna and Lilith are for backups. Dual element monsters make killilng masks quicker.
By Aro: The whole purpose of a zombie team is to make sure all of the monster does not attack at once; therefore, you would wanna clear out the monster before they attack you. If two attack you that is game over....
Leader: Red Ogre
Sub: Samuari Goblins because they can change heart orbs to fire.
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light: Can i watch a replay????
By OTIX@GAF: You need at least four red monsters and one orb changer. Charge up Shiva on the first wave without killing the masks. Use horizontal matches near the top. Move red gems away from the top and save them near the bottom. Use Shivas skill and sweep each wave using only 3 red gems each. Use orb change if you run out of red gems.
By James: Luxury build. Not troubled by any part of dungeon, including Mystic Masks. Charge skills in round one and poison through remainder of dungeon. Amaterasu swaps for Siren the Enchanter, Alraune, or Archangel with >400 RCV.
By チーズピサ: For better results, use Sapphlits instead of Blue Carbuncle.
(1) Save 15x blue orbs before finishing each floor.
(2) Always kill the masks with same cooldown first.
(3) During boss floor, ALWAYS kill the boss first. Or for better results, 3x 5 blue orbs to wipe whole floor within 3 turns.
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James: Easiest team to build but can be frustrating for new players. If so, check the fire team with Samurai Goblins. Much easier to use and still easy to build.
By Graerr: * Zombie Fire Team *
Try to keep all your sub (even Titan) at the lowest level possible, so Ama can heal at least at 50% HP.
All the subs haven been chosen for their Orb manipulation to augment the chance to have Fire Orb.
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38thDoE: Ogres/Titan needs HP to be greater than 70%