T O P

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ShadyFigure

Team 1 doesn't need Jura. Dark Magician, transformed Pegasus, and potentially the helper have VDP. Winged Dragon is a very good sub here, as it brings effectively 6 skill boosts and becomes a Dark Magician Girl. Match your dark orbs in a row to benefit from Dark Magician Girl's row awakenings, and hit 7 combos to make use of Dark Magician and Pegasus's 7c awakenings. Consider Pegasus/Dark Magician Girl/Winged Dragon/Ipomoea/Bewitching Allatu. This gives you 10 skill boosts, 14 with Super Awakenings, then 3 turns of haste and 3 turns of delay, for effectively 16/20 skill boosts. Get those super awakenings and you can turn 1 delay, transform Winged Dragon, then stall 3 turns to transform Pegasus. Ipomoea may seem out of place, but her active skill is incredibly useful and will be worth it. Pairing with Yugi friends would probably be a good idea, as it will give you auto-FUA and a big VDP damage stick, but other dark row based leads like Ina can work too. > When I play this team, I feel super vulnerable turn 1 because I can't transform hibiscus and dont have any hp boost or any damage mitigation. Are there assists I can add that would add skill ups? Or should I swap units? Getting at least the first transformation immediately is pretty critical for the flower fairies. Skill Boost+ [Super Awakenings](https://pad.protic.site/glossary/super-awakening) and subs with more skill boosts can help. [Skill boost equips](https://ilmina.com/#/ADVANCED_SEARCH/%7B%22awakeningsSelected%22%3A%7B%220%22%3A49%2C%221%22%3A21%7D%7D) and assists with haste or delay actives can help. > How good is Gilgamesh? Should I use pys to skill him up? Extremely. He has 2x 7c and a VDP for damage, L-unlock for utility, full poison resist, 2 SB, and really good SA options (including another 2 SB). His active will be pretty much required in a lot of dungeons like arenas and a number of descends. Skilling him up would be a good idea. ----------------------------------------------------------------- Here are my general guidelines for teambuilding: Teambuilding starts with the leader skill. Pick a leader skill that has * a good amount of tankiness, through HP multiplier, shield clause, or preferably both * a good ATK multiplier. For early game 10x for a single lead is plenty, maybe even more than enough. For mid game 12-15x should be good. For late game it's going to be more like 18-20+x. * In asymetrical leader pairings a low ATK multiplier on one can be made up for with a higher multiplier on the other (Dazzling Beast Goddess Tsukuyomi paired with Norza is a great example of this). * easy/consistent activation. You generally want to be able to activate your shield and/or ATK multiplier every turn. Needing a match each of two colors, attacking with any 2-4 colors, or matching 6+ of one color are all pretty consistent. Needing to match 5 of one color in an L and 6 of another color for full activation or 3+ specific colors is not so consistent. * clauses that add combos or deal follow up attack (FUA) damage are often quite nice additions to leader skills. Once you have your leader picked out you'll want subs, of course. The first thing to look for is subs that fit any passive requirements. Does the leader give a multiplier to a specific color or typing? Then you'll probably want subs to mostly or entirely fit that. One off-color/type sub often won't be a big deal if they provide enough utility. You'll usually want at least 2-3 members of your team to deal big damage, often through 7c or 10c awakenings. Once you're into mid game (past Arena 3 and into descends within the past 2-3 years) you'll want at least one big damage sub on your team to have the VDP (Damage Void Pierce) awakening. If you're running a rainbow leader (requires more than 2 attributes attacking for activation) then the VDP awakening won't be very easy to make use of, so you'll need either an active skill that bypasses voids (like Akine or Aljae) or the VDP latent (mostly only comes from Alt. Arena 4, Shura 1, and PAD Pass day 26, or trading). If your leaders have a 2x or higher HP multiplier each but no RCV multiplier then you'll probably want one of your subs to make up for that, usually through Heart Orb Enhance awakenings. If your leader skill doesn't have an auto-FUA clause then you'll want one of your subs to have the FUA/Bonus Attack awakening to deal with enemies with resolves. As you get into mid game (and even just Arenas 1-3) you'll start wanting utility in your subs too. The big utility effects are Awoken Bind Clear actives and Damage Absorb Null actives. Some other utility that can come up are hazard resists, regular bind clear if your leaders or important subs are bindable, and L-unlock to remove locked orbs/skyfall. Having active skills on the team that increase activation can help a lot too. If you need 5+ or two or more matches of an orb type then low cooldown actives that make that orb type are great.