Puzzles and dragons super awakening

Super Awakenings and You

Hello, I’m Kennori. I wrote this guide mainly because I see people asking “What’s the best super awakening to aim for on X card?”, or other, similar questions. I really hope it helps answer that question and helps you learn what to look out for, so you can eventually answer that question yourself and help others in the future. I normally hang out on the PDX Discord, so if you have any concerns regarding this guide, please ping me there or on the PAD Community Discord (links below).

Before I begin, it should be worth noting that this guide is meant for both inexperienced and experienced players who are entering late game Puzzle and Dragons. If you’re new to the game, or just looking for general information on Super Awakenings, please check out the Missing Manual below, and return here later on. However, if you’re curious as to how they function or for good


First and foremost, do not read this guide expecting straight answers as when it comes to team building, there are none; the only answer is what you need at the time. Some cards do have more than one decent option for super awakenings, and which option is best varies from player to player.

Next, this guide will go more in-depth into Super Awakenings and we will discuss various game mechanics that I won’t go deeper into. If you get confused, or have any other questions that may arise during this guide, please check out the Missing Manual or the Reddit post below. In the end, it’s up to you if you sink or swim; this is your life jacket, use it.

Finally, just remember that Super Awakenings aren’t needed to clear end-game content; they just make it easier to design teams and clear dungeons with. This entire function is optional.


Super Awakenings are a special awoken skill select monsters can obtain after reaching their Level Limit Breakthrough. Upon reaching their Level Limit Breakthrough, a card who’s already been raised to +297 can unlock one of three random awakenings based on the card. If a card has a  awakening to the left of their normal Awakenings, then they can unlock a super Awakening. This feature is only available in Solo Play Mode!

Note:Super Awakenings will also be locked in Rogue Dungeons until a card has reached level 100.

Each card has a different set of three Super Awakenings, though some cards do share the same sets of Super Awoken Skills.

Note:Currently, a majority of cards only have 3 Super Awakenings, the sole exception to this is Kurogane Maru. He has 8, one of each Killer.


First, ensure the card is Limit Broken. (See the image below for details.)

Once the card has been Limit Broken, you need to feed it a total of 297 plusses, 99 plusses of each stat. Then, you must feed it an additional 297  plusses (This is not limited to specific stats, you can feed a card 3 +99 HP cards, and still unlock a Super Awakening).


Yup, just feed another 297 plusses into the monster and it’ll roll again. The new Super Awakening will be different, however if the new one still isn’t the one you want, you can roll back into the original Super Awakening.

For example, Anubis can have one of the following Super Awakenings: . The player here wants , but unlocks . The next time he rolls, the pool will be just  and . If the player unlocks , the pool will change to  and .  

Below are the rates of rolling a specific Super Awakening after feeding a card the corresponding number of rolls:

# of RollsChance %
133.3%
266.7%
383.3%
491.7%
595.8%
697.9%

(These are just the odds, it may take more than 6 rolls to get the Super Awakening you want. It simply comes down to chance.)


Below are a list of things you should think about before dumping +297’s into your Cards:

  1. Have you entered end game? – This means you have the ability to clear high end techs such as Mechanicals and Arenas, and the ability to clear OSC’s with general ease.
  2. Have you +297’d all of the cards you use often? – That Super Awakening is nice, but having increased stats on a good card is better.
  3. Do you have a decent stockpile of +297s? – Think you have everything you want? Guess what, you just rolled that brand new Card that’s super powerful… and now you don’t have anything to feed them.
  4. Will you use the Card often?– Super Awakenings can take a lot of your resources. So choose what you Super Awaken carefully.
  5. Are the Super Awakenings even worth the trouble?– Most every card has a Super Awakening that would be useful, but take a moment and consider that that Awakening just might not be all that useful for their general purpose (This will be explained further below.)
  6. Does the super awakening fit your team composition? – That Low HP Attack Boost Awakening sure looks fun, just not on a team with a Leader Skill who has a minimum HP requirement. (This will also be explained further below)
  7. Have you finished your quest for total +297 monsters? – Feeding your plusses will push the progress back on your quest for collecting a total of 100 +297’s in your box. Once you get the “Clear!” on the quest, falling to 99/100 willnot unclear the quest. 

This may seem like a lot to ask, however it’s important that you realize that Super Awakenings, as stated before, are a resource dump… a sizable one at that.


Currently, the following super awakenings (and what they do), can be found in game:

These can be more defined by the categories below:

Damage

High Tier:

  • Combo Boost
    More combos = more damage, you should always be comboing on anything other than swipe teams.
  • Killers
    Higher Multiplier than Combo Boost, but will see less use since it’s dependant on enemy typing.
  • HP>80% Boost
    Decent pick up on most teams since you generally want to not stay on low HP unless your leader skill requires it

Low Tier:

  • Two Pronged Attack 
    You can TPA occasionally, but does less damage than Combo Boost or Killers, HP>80% has the same multiplier for less effort.
  • HP<50% Boost
    Niche, can be used on Dark Metatron teams, however you need to be below 50% HP, so you essentially need to suicide to 1 HP to get this to work properly. .

Support

Card Specific:

  • Skill Charge
    Great to pick up if your team has all five attributes
  • Super Bind Resist
    Occasionally useful, more so on leaders. There are still ways to deal with bind status without Super Awakenings though.

Team Support:

  • Team HP Boost 
    Amazing for Solo play, which is where SA’s only work anyway. Works best when there’s an HP Stick on your team.
  • Team RCV Boost 
    Also decent to have on teams. If you have low RCV, this will help.
  • L-Attack
    Useful for getting rid of pesky locked Jammers and Poison orbs
  • L-Defense
    Niche, I personally can’t think of times where this will be super useful, though I suppose it would help dealing with pre-emptive attacks (such as DQ Hera)
  • Bind Clear 
    Good to have if you don’t have any from cards you have on your team, but it’s found commonly as a Normal Awakening. Works best on unbindable cards.
  • Skill Boost 
    Skill boosts are always good if you’re trying to get that long CD active up, allows you to stall less. Commonly found as a Normal Awakening, however.
  • Super Time Extend 
    Added second of movement times seems nice, and can help for combo teams, but I personally wouldn’t pick it up as a super awakening since the average player only needs about an extra 2-3 seconds of movement time.
  • Super Skill Boost
    Same as above but twice as good, also more rare
  • Elemental Resist
    Niche, use for cheese teams like Minerva or Kiri
  • Heart Orb Enhance
    Passively improves RCV by adding enhanced heart skyfall and boosts the sub’s RCV by 1.5x when matching a combo of 4 hearts. Supports team in a similar way as Team RCV.

Dungeon Specific:

  • Void Damage Penetration
    Good pick up, but can be conditional. Try to get it on a card that covers an enemy type you don’t have a VDP to counter yet.
  • Guard Break
    Also good to pick up, deal with high Defense cards such as PREDras. Some Monthly Challenges and OSCs have cards with insanely high Defense.
  • Cloud Resist
    Cloud spawns don’t appear frequently, and sometimes you can deal with it, but times where it does show up and half your board is blocked off this will come in handy.
  • Seal Resist
    Same as Cloud Resist. If you have Galvanus from the Monster Hunter Collab, you should consider making its Assist Evolution to grab this for your team instead of rolling for it. Useful to have in dungeons where you encounter this and have to FUA at the same time.
  • Follow-Up Attack
    Helps deal with Resilience on monsters, however this Awakening is becoming more common and you only need one on a team.
  • Super Follow-Up Attack
    Harder to activate than Follow-Up attack, but does give a nice damage boost. Can be worth grabbing on row teams as it’s much more uncommon than the standard Follow-Up Attack. Arondight can become an Assist that grants this.

This question is inherently flawed, as each Awakening gains and loses value based on the card it’s on and its purpose on the team. Instead, the best thing to do is examine the available Super Awakenings on the card and determine a few things:

Team Synergy

A card with a super awakening that goes against the general purpose of the team will just be a waste. Taking a Low HP Attack Boost awakening on a team with an HP dependant leader such as Yog or Zeus Verse will do nothing, as you’ll lose your leader bonuses anyway. Conversely, having this on a team where you want your HP to be below a certain threshold (such as Dark Metatron), would be a wise idea.

Card Synergy

Nees comes with a Combo Boost and Team HP Super Awakening as two of her three choices. Since she already has one Combo Boost, getting a second will increase her damage to 4x normal. Conversely, With her absurdly high HP Stat (9200), grabbing Team HP Boost would also work very well, as you’ll be making more of that HP, and the HP of the rest of your cards. In this case, either Awakening would be a good choice, so the final decision would come down to what you need more; HP or Damage.

Dungeon Preparation 

Some Super Awakenings can help teams with specific dungeons. Getting Romia her additional Dragon Killer awakening when going into a dungeon filled with hard to kill dragons will have a greater yield than obtaining the second Combo Boost awakening she can obtain. Once again, if the dungeon doesn’t have many dragons, her Combo Boost awakening would be the better choice.

Utility vs Damage

Once again, going off of the previous two examples, it’s dependant. Karin can obtain an L Attack awakening, which will unlock locked orbs. This can be handy, however if your team already has an Orb unlock such as Aife, or if the locked orbs need to be cleared the same turn, then it might be better to go for her Combo boost awakening.  

Necessity

Some super awakenings can be very useful, such as Super Bind Resist. However, some cards such as Li can obtain Super Awakenings, but since her value is mostly as an Inherit to lead swap, you’ll likely never see use of any Super Awakening you get on her, even Super Bind Resist.

Coverage

Some awakenings are good to have. However having two Extra Attack awakenings on a team would be pointless, so if a card you’re Super Awakening would have this while another card also does, especially if it comes built in without Super Awakening, it might be best to aim for something else.

Overall Worth

Some cards can have amazing Super Awakenings, however the card itself might not have much value to you for the time being. Conversely the card can have substantial use to you, but the Super Awakenings it can learn won’t bring much use for it.


“After reading this, it looks like some Super Awakenings are better than others”

This wasn’t even a question. I’d take Combo Boost over TPA anyday. It’s important to remember, however, that cards only get three set Super Awakenings, so Combo Boost isn’t always Available, and not all cards that can get a VDP will be useful with it. The purpose here is to help you determine what Super Awakening is good for you, not overall.

“I really want X Awakening on Y card, but I don’t have many plusses, should I roll for it?”

If you have to ask, the answer is probably no. Wait till you get a good stock of plusses.

“I don’t see the Super Awakening box/I add plusses to a monster but nothing is happening, what’s wrong?”

The card must be limit broken (Level 100+), and already have +297 (+99 each stat). Most importantly, the card must be limit breakable.

“Why doesn’t my card have the Combo Boost Awakening I rolled for when I’m playing with my friend?”

Super Awakenings aren’t available in Co-Op play

“Will X card get Super Awakenings?”

Maybe, depends on what GungHo decides. I’m not with GungHo.

“Is it possible to lose a Super Awakening?”

Yes, some cards with Super Awakenings can be devolved. Doing so will cause you to lose it if it doesn’t have an Super Awakening or a Limit Break.

“Will they be implemented in Co-op later?”

Dunno, I doubt it. But I’m also not with GungHo, so it’s possible.

“How does stacking X Awakening work?”

See the Missing Manual or Cates Team Building Guide for more in-depth analysis on game mechanics.

“I’m in a dungeon in solo player mode, but my Super Awakenings aren’t available? What did I do wrong?”

You’re more than likely in a special descended dungeon, or a Rogue. Dungeons that start your team at level one will also lock your Super Awakening until the card reaches Lv. 100+.


That’s it. If you have other questions, ping me on either the PDX or Pad Comm servers in discord and I or someone else will answer them (and I’ll add them up here for others to see)


Websites

Puzzle Dragon X – Online Puzzle and Dragons database, search for Limit Breakable cards here.
The Missing Manual – If you’re new to the game and are wondering what Super Awakenings are, you should also look at this guide.
Cate’s Team Building Guide – A guide written by a member of the Puzzle and Dragons community that will give you insight on good team building edicate.
r/PuzzleandDragons SA Guide – This is where you can see a list of all cards with the potential to unlock Super Awakenings.

Discord Servers

Puzzle Dragon X Discord – Official discord of Puzzledragonx.com
Puzzle and Dragons Community Discord – Large community of players on multiple servers.

Sours: https://pad.protic.site/blog/super-awakenings-and-you/

Super Awakening System Arrives!

The new Super Awakening System makes its debut! Fusing +Eggs to a monster that has performed a Level Limit Breakthrough will add a Super Awakening Skill to the Base Monster!

*The above image is one example.

★ See here for more details on monsters that can perform Super Awakenings.

Performing a Super Awakening

① Perform a Level Limit Breakthrough on a monster.

With a monster that can perform a Level Limit Breakthrough, level it up to Max, then use a Super Snow Globe Dragon in Power-Up Fusion.

② Fusing a +297 monster to the monster from ① will unlock the Super Awakening slot! *If a monster that is already +297 performs a Level Limit Breakthrough, the Super Awakening slot will be unlocked.

③ Fusing monsters to reach an additional total of +297 Stats, regardless of HP, ATK, or RCV, to the monster from ② will unlock one random Super Awoken Skill from the monster’s available selection!

④ Fusing monsters to reach another total of +297 Stats, regardless of HP, ATK, or RCV, will allow players to reroll the Super Awakening.

Notes:

*Any + Stat value that exceeds 297 will carry over to the next reroll.

*Super Awakenings are only active in Solo play and will not take in effect in Multiplayer Mode.

*For dungeons with “Special” rules, Super Awakenings will not take effect until the monster’s level reaches the Level Limit Breakthrough.

*All images and data displayed are in development and may be adjusted if necessary.

Sours: https://www.puzzleanddragons.us/single-post/2018/02/22/super-awakening-system-arrives
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Introduction

Version 12.6.1 comes with the highly anticipated Super Awakenings mechanic. These awakenings are a new way to add additional power onto some of your favourite monsters. However, you must first Limit Break your card, sacrifice a +297, and these special Awakenings only works in solo mode.

This article will explain the process, when to use it, and which awakenings tend to be more favourable.

As a forewarning, not every card can be Limit Broken and not every Limit Broken card can receive a Super Awakening.

Video commentary

–video coming soon–

Requirements

Super Awakenings will only be available to certain cards and those particular monsters must meet the following criteria:

  • Must be Limit Broken (does not need to be level 110)
    • Not all cards can be Limit Broken
      • Not all Limit Broken cards can receive a Super Awakening
  • Already be +297
  • Sacrifice a +297 for a random Super Awakening
    • Can be any combination of pluses as long as it adds up to 297
  • Works only in solo mode
Limit Breaking

Limit Breaking is a term that refers to cards that have been fed a Super Snow Globe to push their max level to 110. This only works for cards that have a blue colour for their level text and is not available to all cards.

In the above example, the Machine Goemon (left) is unable to be Limit Broken whereas Yamato (right) qualifies for Limit Breaking.

Once a cards has been successfully fed a Super Snow Globe and Limit Broken, they are then eligible for to receive a Super Awakening. Just bear in mind that the Limit Broken card does not need to be level 110, it just needs to have been fed the Super Snow Globe and Limit Broken.

Sacrifice a +297

Once a card has been Limit Broken, they are then able to gain one of three available Super Awakenings if they have a Question Mark box beside their awakenings.

In the above examples, both Odin Dragon 3264 and Anubis 3385 have been successfully Limit Broken; however, only Odin Dragon can receive a Super Awakening as indicated by the Question Mark box to the left of his regular awakenings.

If your card has the Question Mark Box, they will be able to receive a random Super Awakening as indicated by tapping and holding down on the Question Mark Box.

Each card has a unique pool of three Super Awakenings they can draw upon and each +297 fused will unlock a random one. Thus, you could unlock their best one on your first try or continue wasting plus eggs in vain playing the Super Awakenings Roulette. Just be aware that you can fuse any distribution of plus eggs as long as it totals 297 (eg. use 198 HP and 99 RCV etc.).

For North American players, this is a steep cost as we do not have access to PAD Radar (a JP-exclusive feature that pumps out plus eggs on a continuous basis) along with the plus egg PEM being a rare sighting. Thus, Super Awakenings may remain a luxury for the average player who cannot afford to spare this many plus eggs for a non-guaranteed benefit.

For the sake of redundancy, each attempt at gaining a Super Awakening will cost you a +297 and you cannot guarantee the end result. As such, you should proceed with caution and actually have a plan to use the Super Awakenings as the opportunity cost is quite high.

Do not fuse +297’s to cards that do not have the Question Mark Box as they will be wasted

Please refer to the official GHNA Facebook post on which cards can be Super Awoken HERE.

Works only in solo mode

Super Awakenings will only work in solo mode; however, they can reactivate in 3-player coop if you are the last person standing or if you disconnect from any multiplayer mode.

This can be problematic and pointless for those who exclusively play in coop, but the power of each Super Awakening helps bridge the gap when playing alone.

For the most part, PAD has become almost too focused on the coop aspect due to the stamina savings, effective double loot drops, and easier time in clearing content. Thus, having more incentive to play solo is welcomed and was somewhat needed overall.

As a result, these Super Awakenings will have tremendous value moving forward when tackling the various One-Shot Challenges, various Campaigns such as the Zeus or Hera, and Ranking Dungeons as all of these are only available in solo mode.

With that in mind, you should try to prioritize cards that you plan to use in future solo mode challenges as +297s are still a relatively scarce commodity.

Which Super Awakenings to pursue

Due to the fact that the available pool of Super Awakenings is unique to each card, it is hard to give a definitive answer as to the best ones to pursue. However, we can still try and find the more optimal ones overall.

Just bear in mind that each card has a unique role to play on a team and can come down to a personal preference. Each Super Awakening has merits and needs to be approached on a card-by-card basis on where you plan to use them.

Generally speaking, 7 Combo 45 awakenings are the most universally strong Super Awakening to give to a card as they will always provide a 2x personal damage boost against every spawn.

Various Killers (God KillerDragon KillerDevil killerMachine KillerHealer Killerphysical killerBalance killer374244) can help your card fulfill a more specialized role and becomes stronger when they already came with at least 1 Killer already. However, I would generally place more value on a 7 Combo than a Killer.

Full Bind Immunity can be unlocked via Resistance Bind +  and can be crucial for various leaders who are vulnerable to binds. For the most part, I would only use this on Leaders as a bound sub is far less dangerous overall.

Follow Up Attack (FUA)  can completely change a card’s potential as they can now act as a Resolve Killer and is worth pursuing if lacking other options from your Monster Box.

The Box  awakening grants a card the ability to ignore Damage Void mechanics and can help you one shot dangerous spawns as you can now simply form a 3×3 box and blast away.

The Resistance Immobility  and Resistance Clouds  do provide 100% immunity to those particular mechanics and may have merit if playing through specific content but are generally not pursued unless lacking stronger options.

New awakenings

Version 12.6.1 also comes with 4 new awakenings that can also appear as Super Awakenings.

All of these new awakenings can add a new layer of power to your cards, but are more niche overall.

The increased damage when HP>80% and when HP<50% provides some damage potential, but is far more cumbersome to manage overall and less reliable than a 7 Combo awakening.

On the flipside, the [L] shaped awakenings have merit on a variety of teams. The Damage Reduction enables any team to receive 5% less damage per awakening for each set of 5 hearts matched in an L formation. This is underwhelming when you only possess one, but can quickly ramp up as more cards gain access to this awakening.

On the flip side, the [L] Attack awakening has amazing value on 5 orbs 1 enhance (5o1e) teams as you are already matching a connected 5 of your primary element.

There is no hard-fast rule for which Super Awakening to give a card as it still boils down to personal preference and where you plan on using that card.

Will the roulette system change?

There is no definitive answer even looking ahead 2-3 months in JP; however, due to how they have already altered the Extra Latent Slot Tamadra, it would not surprise me if the Super Awakening was changed to a different system for unlocking.

Perhaps they will introduce something along the lines of a Tan-equivalent in which you can farm for materials to unlock each roulette spin but this is all speculation. However, the best thing to do with the Extra Latent Slot Tamadras was to simply not use them and the same could potentially be applied to the Super Awakenings, especially if you do not need them.

Just bear in mind that this is speculation and you should still only Super Awaken a card if you plan to use them extensively in solo mode.

Conclusion

The Super Awakening system has the ability to add another layer of customization to your favourite monsters but is not available to every card. You must make sure your card can be Limit Broken and has the Question Mark Box beside their set of awakenings before sacrificing a +297 for a random Super Awakening.

While the temptation to use Super Awakenings may be strong, I highly advise you to proceed with caution as each attempt costs a +297 and will only work in solo mode. Thus, you should be using this new mechanic on cards you foresee yourself using moving forward.

Let me know which cards you plan on giving Super Awakenings to and how many +297s you have saved up.

Happy Puzzling!

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Limit BreakingMantastic PADMantastic Puzzle and DragonsPuzzle and DragonsSuper AwakeningSours: https://mantasticpad.com/2018/02/22/version-12-6-1-update-super-awakenings/
Is my team a good team? How do i get stronger monsters?

Leader: Omega (Dark Color) Lvl 101, 1 Awoken, 6 Latent Awakening, 1 Super Awakening, (+990 HP, +495 ATK, +297 RCU)

Orpheus The Pining Poet Lvl 110, (Assist Flash Machine King Cosmo Crusader, Awoken 7, 1 Latent Awakening),1 Awoken, 6 Latent Awakening, 1 Super Awakening, (+990 HP, +495 ATK, +297 RCU)

((I leveled him up a lot? his icon has a white square with a star around it, no clue what that means))

Vigorous Vortex Dragon Caller Virgo Lvl 101, 2 Latent Awakening, (+990 HP, +495 ATK, +297 RCU)

Flamewinged Devine Beast Ralg Lvl 101, Awoken 2, 2 Latent Awakening, (+990 HP, +495 ATK, +297 RCU)

Awoken Oichi Lvl Max, 8 Awoken, (+990 HP, +495 ATK, +297 RCU)

Total Cost
183

Total ATK
17,847

Total HP
26,853

Total RCU
3,145

Leader Skill
6x ATK for Fire Att., 2x HP for Dark Att.: 3x ATK & reduces damage when HP is 50% or less

Im fairly new to the game and i have no clue what im doing, please be easy on me ^ 〰 ^

Thank you for posting your team, imjustvibing! Definitely helps with us on the board when it comes to trouble shooting. ^_~

You usually don't have to worry about the levels +Point, leve count when posting, the cards themselves give the majority of vital information and we tend to assume that are cards are maxed out when it comes to potential team building.

Hmmm... Omega (Dark Color) is indeed a good leader, but you should stick to only using cards with Fire as either their main or sub attribute due to his Leader Skill providing 6x ATK for fire cards specifically, and ideally Fire/Dark if you have any strong ones that match that specific combination.

Cards on your team like Orpheus, Vigo and Oichi might work on other teams, but they are only operating at a fraction of their true power because Omega's main ATK multiplier doesn't effect them. Ralg on the other hand is perfectly ideal on his team due to being Fire/Dark, definitely a good choice!

The other factor with Omega (Dark Color) is that he works at his best under 50%. Omega himself can supply an Active Skill that can intentionally lower your HP to that point, but remember, if his team isn't under 50% when you attack, he isn't working at full power. ^_~

(edited 5 months ago)

You should be trying to match your team to your leader monster's leader skill. Omega's only works offensively for fire cards, adds HP for dark cards, and only takes full effect under 50% HP.

Basically, it doesn't look like your team matches your leader much at all, so that's what you should focus on.

It'll get easier once you have more monsters, but until then you should pick a leader that has more generic boosts, that is, doesn't only boost select colors or monster types (God, Healer, Devil, Attacker etc, found in the upper left of your monster cards), so that your full team can get boosts even if they don't fit together well.

A leader that focuses on combos would probably be best for a generic team, because you can always make combos

Edit: beaten by Bunny, but I hope some of what I said is still useful!

https://youtu.be/_zoRoEh-kOA

(edited 5 months ago)

TheSocialBunny posted...

Thank you for posting your team, imjustvibing! Definitely helps with us on the board when it comes to trouble shooting. ^_~

You usually don't have to worry about the levels +Point, leve count when posting, the cards themselves give the majority of vital information and we tend to assume that are cards are maxed out when it comes to potential team building.

Hmmm... Omega (Dark Color) is indeed a good leader, but you should stick to only using cards with Fire as either their main or sub attribute due to his Leader Skill providing 6x ATK for fire cards specifically, and ideally Fire/Dark if you have any strong ones that match that specific combination.

Cards on your team like Orpheus, Vigo and Oichi might work on other teams, but they are only operating at a fraction of their true power because Omega's main ATK multiplier doesn't effect them. Ralg on the other hand is perfectly ideal on his team due to being Fire/Dark, definitely a good choice!

The other factor with Omega (Dark Color) is that he works at his best under 50%. Omega himself can supply an Active Skill that can intentionally lower your HP to that point, but remember, if his team isn't under 50% when you attack, he isn't working at full power. ^_~

Sticky_Derp posted...
You should be trying to match your team to your leader monster's leader skill. Omega's only works offensively for fire cards, adds HP for dark cards, and only takes full effect under 50% HP.

Basically, it doesn't look like your team matches your leader much at all, so that's what you should focus on.

It'll get easier once you have more monsters, but until then you should pick a leader that has more generic boosts, that is, doesn't only boost select colors or monster types (God, Healer, Devil, Attacker etc, found in the upper left of your monster cards), so that your full team can get boosts even if they don't fit together well.

A leader that focuses on combos would probably be best for a generic team, because you can always make combos

Edit: beaten by Bunny, but I hope some of what I said is still useful!
Thank you both so much !

How do I match leader? How would that work?

You've gotta look at your leader skill and see what it boosts

If it boosts fire attribute cards you need to pick a lot of fire attribute cards on your team. If it boosts God types, pick God cards, etc.

Then you try to put it skills that make orbs of your color, or recover binds, or void enemy absorbs, etc

But yeah, just start by making sure your sub monsters/your team get boosted by your leader

https://youtu.be/_zoRoEh-kOA

Come to think of it, if I recall correctly, you also have "Lucy & Valkyrie Style" from the GungHo Collab, right?

Although Omega (Dark Color) is quite powerful under ideal circumstances, Lucy & Valkyrie Style is a much easier to use Leader to work with, especially with the cards you mentioned having (ie. Vigo is an Attacker and Oichi is a Healer, so they work perfectly under Lucy).

Basically with Lucy & Valkyrie Style, as long as you put Attacker or Healer type cards on the team, you can just match any 3 different colors for 18x ATK, which for the effort, is very high as far as Leaders go. Not only that, but she gets an extra +3 seconds of orb movement time and an automatic 3,000,000 follow-up attack, which alone is enough to obliterate most early games bosses just by sneezing on them.

In addition, if I recall correctly, you also have Fasca, right? If you pair Lucy with a Fasca helper (You can set your own cards as a Helper) and enough Skill Boost to transform in a timely manner, you should have an extremely capable team (Otherwise, try to find another Lucy Friend to double with).

The main problem with this combination though is that Fasca ideally works exclusively with Attacker Type (As opposed to Lucy who works well with both Healer and Attacker), so it does narrow down your optimal team choices a bit, but if you can find good Attacker cards with lots of Skill Boost (Ideally 18 or more to transform on the first turn), the team should have some serious potential with both 3+ Time Extend, as well as a massive 7x6 board to work with for relatively easy gameplay (Fasca requires 8+ combos to activate her Leader Skill, but that should be fairly easy to do because of this... getting the 18+ Skill Boost is probably not going to be easy until you have a larger pool of cards to work with though). ^_~

(edited 5 months ago)

TheSocialBunny posted...

Come to think of it, if I recall correctly, you also have "Lucy & Valkyrie Style" from the GungHo Collab, right?

Although Omega (Dark Color) is quite powerful under ideal circumstances, Lucy & Valkyrie Style is a much easier to use Leader to work with, especially with the cards you mentioned having (ie. Vigo is an Attacker and Oichi is a Healer, so they work perfectly under Lucy).

Basically with Lucy & Valkyrie Style, as long as you put Attacker or Healer type cards on the team, you can just match any 3 different colors for 18x ATK, which for the effort, is very high as far as Leaders go. Not only that, but she gets an extra +3 seconds of orb movement time and an automatic 3,000,000 follow-up attack, which alone is enough to obliterate most early games bosses just by sneezing on them.

In addition, if I recall correctly, you also have Fasca, right? If you pair Lucy with a Fasca helper (You can set your own cards as a Helper) and enough Skill Boost to transform in a timely manner, you should have an extremely capable team (Otherwise, try to find another Lucy Friend to double with).

The main problem with this combination though is that Fasca ideally works exclusively with Attacker Type (As opposed to Lucy who works well with both Healer and Attacker), so it does narrow down your optimal team choices a bit, but if you can find good Attacker cards with lots of Skill Boost (Ideally 18 or more to transform on the first turn), the team should have some serious potential with both 3+ Time Extend, as well as a massive 7x6 board to work with for relatively easy gameplay (Fasca requires 8+ combos to activate her Leader Skill, but that should be fairly easy to do because of this... getting the 18+ Skill Boost is probably not going to be easy until you have a larger pool of cards to work with though). ^_~
Thank you so much ! I have a lot of evo material? Ill set Lucy as my leader and try to activate Fasca's leader Skill !

TheSocialBunny posted...

Come to think of it, if I recall correctly, you also have "Lucy & Valkyrie Style" from the GungHo Collab, right?

Although Omega (Dark Color) is quite powerful under ideal circumstances, Lucy & Valkyrie Style is a much easier to use Leader to work with, especially with the cards you mentioned having (ie. Vigo is an Attacker and Oichi is a Healer, so they work perfectly under Lucy).

Basically with Lucy & Valkyrie Style, as long as you put Attacker or Healer type cards on the team, you can just match any 3 different colors for 18x ATK, which for the effort, is very high as far as Leaders go. Not only that, but she gets an extra +3 seconds of orb movement time and an automatic 3,000,000 follow-up attack, which alone is enough to obliterate most early games bosses just by sneezing on them.

In addition, if I recall correctly, you also have Fasca, right? If you pair Lucy with a Fasca helper (You can set your own cards as a Helper) and enough Skill Boost to transform in a timely manner, you should have an extremely capable team (Otherwise, try to find another Lucy Friend to double with).

The main problem with this combination though is that Fasca ideally works exclusively with Attacker Type (As opposed to Lucy who works well with both Healer and Attacker), so it does narrow down your optimal team choices a bit, but if you can find good Attacker cards with lots of Skill Boost (Ideally 18 or more to transform on the first turn), the team should have some serious potential with both 3+ Time Extend, as well as a massive 7x6 board to work with for relatively easy gameplay (Fasca requires 8+ combos to activate her Leader Skill, but that should be fairly easy to do because of this... getting the 18+ Skill Boost is probably not going to be easy until you have a larger pool of cards to work with though). ^_~

Does this look beter? I don't know how to post images here so hopefully it works TvT

https://i.imgur.com/FYHgSVK.png

Thank you for giving that a whirl! Looking much better! ~^_^~

The only card that still stands out as being incompatible with Lucy's Leader Skill is Orpheus, since if I recall correctly, Orpheus is only Balance Type (Ah! Just in case, to find a card's Type, check on the upper left on their profile screen for the gold icons. ^_~)

Vigo, Ralg and Omega (Dark Color) are Attackers though and cover the remaining colors you need (ie. Even though Lucy only needs 3 colors to activate, having a team with all colors makes it much more reliable to trigger her Leader Skill).

Ah! Come to think of it, if you're looking for Attackers and collected some of the Ninjala farmable cards from its respective dungeon when it was on during the GungHo event, they were all pretty good Attacker cards for being essentially free (Well, they take a good deal of love to Skill-Up to max, but still pretty descent otherwise).

The current Fujimi Fantasia Collab REM also has plenty of Attackers, pretty much every card from the Slayers series is one, and most of that REM in general. The farmable dungeon boss, Naga is also an Attacker and surprisingly good for a farmable card with one major caveat, if you can, avoid unlocking her final Awoken Skill "Jammer Enhance", because if you do, then Jammers will start randomly falling whenever she's in your party, which is usually bad unless you run a Jammer specifically powered team like Fenrir Viz. Still, pretty decent for a free Attacker card and the dungeon should be fairly straight-forward for the team you have now to snag her. ^_~

On a bit of a more advanced note, although using a card as Assist can enhance another card's stats by a tiny bit, the real benefit is for cards who have the "Awoken Assist" Awoken Skill that looks like a sword and shield icon with a big E on it. An example would be Leki who you can find at Monster Exchange for example.

Cards like this can pass on their Awoken Skills to cards that they assist, which becomes extremely helpful in many cases. As you continue to play, you'll want to keep an eye out for cards like this, since they are much better than just having any old regular card assist (Except in cases where you specifically want a card to assist that has an ultra specific Active Skill you need). Often, having cards that Assist that don't have any inherent synergy with the card they are helping can be a bit disruptive because they can prematurely override the Active Skill of the card they are trying to help (For example, Lucy's own Active Skill will almost always be more useful on her own team than Astaroth's, so having Astaroth assist will typically work against you). This is one of the most counter-intuitively mechanics of the current game though, so don't worry too much about it until you have more cards to work with and get into fine tuning your team. ^_~

(edited 5 months ago)

TheSocialBunny posted...

Thank you for giving that a whirl! Looking much better! ~^_^~

The only card that still stands out as being incompatible with Lucy's Leader Skill is Orpheus, since if I recall correctly, Orpheus is only Balance Type (Ah! Just in case, to find a card's Type, check on the upper left on their profile screen for the gold icons. ^_~)

Vigo, Ralg and Omega (Dark Color) are Attackers though and cover the remaining colors you need (ie. Even though Lucy only needs 3 colors to activate, having a team with all colors makes it much more reliable to trigger her Leader Skill).

Ah! Come to think of it, if you're looking for Attackers and collected some of the Ninjala farmable cards from its respective dungeon when it was on during the GungHo event, they were all pretty good Attacker cards for being essentially free (Well, they take a good deal of love to Skill-Up to max, but still pretty descent otherwise).

The current Fujimi Fantasia Collab REM also has plenty of Attackers, pretty much every card from the Slayers series is one, and most of that REM in general. The farmable dungeon boss, Naga is also an Attacker and surprisingly good for a farmable card with one major caveat, if you can, avoid unlocking her final Awoken Skill "Jammer Enhance", because if you do, then Jammers will start randomly falling whenever she's in your party, which is usually bad unless you run a Jammer specifically powered team like Fenrir Viz. Still, pretty decent for a free Attacker card and the dungeon should be fairly straight-forward for the team you have now to snag her. ^_~

On a bit of a more advanced note, although using a card as Assist can enhance another card's stats by a tiny bit, the real benefit is for cards who have the "Awoken Assist" Awoken Skill that looks like a sword and shield icon with a big E on it. An example would be Leki who you can find at Monster Exchange for example.

Cards like this can pass on their Awoken Skills to cards that they assist, which becomes extremely helpful in many cases. As you continue to play, you'll want to keep an eye out for cards like this, since they are much better than just having any old regular card assist (Except in cases where you specifically want a card to assist that has an ultra specific Active Skill you need). Often, having cards that Assist that don't have any inherent synergy with the card they are helping can be a bit disruptive because they can prematurely override the Active Skill of the card they are trying to help (For example, Lucy's own Active Skill will almost always be more useful on her own team than Astaroth's, so having Astaroth assist will typically work against you). This is one of the most counter-intuitively mechanics of the current game though, so don't worry too much about it until you have more cards to work with and get into fine tuning your team. ^_~
Thank you so much!!!! Ill keep an eye out for that ! You're so kind (´ . .̫ . `)

Sours: https://gamefaqs.gamespot.com/boards/690362-puzzle-and-dragons/79440662

And awakening super puzzles dragons

The shake that you miss so much. But quickly suppressing thoughts, you delete the conversation, because you can be "set on fire" and arrange for you an unambiguously impartial. Conversation for the whole evening, or even for several days. Heart-rendingly convincing yourself that you did everything right, you continue to drown in the abyss of hopelessness and attempts to revive your head.

I suddenly wanted to collect these drops with my lips, walk all over your body. We have been married for so many years, and I am still excited by your slightest gesture, bending. You are slim and beautiful. The sensual contours of the chest and thighs stand out under the towel - and pulls off this single cover.

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Goes on. And about the pictures, you're right. Okay, call your Andrey, and then I'll take a picture of you.



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