Tuesday, December 31, 2013

The Legend of King Arthur (UPDATED 6/1/14)

How else can JD celebrate the new year by releasing a new quest that has hell and super-hell difficulty?  I'm putting this here as a reference for info on the "lower" hell difficulty.  Damage listed factors in 50% reduction in dark and water damage from a spirit archer unless otherwise noted.  Boss info was given by a friend :)

Stage 1: Agloolik and Jack-In-Irons
- CD1 for both
- 1835 normal damage each
- Quick combo double normal damage
- Can seal cards (Agloolik seals lightning, Jack-In-Irons seals holy)
- About 300,200 HP each.  About 500 defense only too.

Stage 2: Hogle or Achilles:
- Hogle: CD2; Achilles: CD1
- 3462/2579 normal damage from Hogle/Achilles
- 4641 quick combo damage from Achilles
- 8640 angry wind damage from Hogle
- 720000 HP (for both maybe)

Stage 3: Lahair:
- CD2
- 9961 normal damage
- Dark Rules (turn all diamonds black)
- Angry Wind for 24900 damage!  (before any reductions thanfully)
- About 430000 HP

Stage 4: Anatole:
- CD2
- 3500 damage
- 7000 Release Energy damage
- 9798 Angry Snow damage
- 50% Heal (reborn)
- About 500000 HP

Stage 5: Dark Witch:
- CD2
- 5000 defense
- 33222 damage (holy crap!)
- Look around ability (does nothing)
- 695800 HP

Stage 6: Boss (Arthur?):
- CD1
- 7496 damage
- Hand of Doom (turns a random type of diamond to stone)
- Double attack for 10592
- Ghost Seal (disable one card for 5 turns)
- About 1.7 million HP


Strangely, it has 6 stages, making it rather unique.  I'm gonna try a Mobel/Spirit Archer setup with the usual Carl and Erinyes, and then probably Sigurd and Tainos.  (UPDATE: Failed at stage 5; my setup only gives me 29000 HP, which is not enough to survive the 33000 damage attack from the Dark Witch).

New 6/1/14 update: Tried again going with a Dark Witch+++ leader, thunder queen++ ally, erinyes, tainos, sigurd, and pastor carl team.  The first round is somewhat scary since you need to survive 5 rounds before erinyes and thunder queen skills are up.  Once they kick in, it's a lot less stressful.  After that, all the stages aren't much to worry about since all but Achilles have CD2, meaning Erinyes can make all of them have CD5 essentially.  Arthur "her"self can kill though if you get an unlucky break and she ghost seals Erinyes or Thunder Queen at the wrong time.

Pics of stage 1 and 3.  Stage 1 is stressful until the usual OP combo skills are up (medusa eyes + iron wall each on CD5 only).  Lahair is the troll enemy in a stage that has only water and dark enemies.  His angry wind will kill if you are not prepared.

Dark Witch in stage 5 "usually" just looks around, but can attack for a unruly amount of damage.  Need to keep that medusa eyes and iron wall skill chain going constantly no matter how many times she just looks around.  For the boss encounter, you can't afford to use medusa eyes any later than ASAP since she can potentially ghost seal Erinyes, completely screwing you over for 5 turns (and thunder queen's skill will eventually run out and screw you over).


With a little luck, it can be cleared with zero gem usage.  Super top level may be a different story though.

Monday, December 30, 2013

Quest 30-5: End of darkness

Finally - the last of the dark quests.

Team: Dark Witch, Sigurd, Smaug, Carl, Erinyes, Spirit Archer.


See that troll dragon in stage 8?  It hits for a little over 7500.  Usage of some skills to speed up that stage is recommended.  The lone Ankou is just like the previous ones seen before.  The big dragon at the end hits for around 5400 after dark damage reductions, and has 6000 defense.

Unfortunately, like in the previous versions of the final quests, the lions are only of the level 1 type.

The final quest series is upon us, and it has no specific elemental theme.

Saturday, December 28, 2013

Quest 30-4: Slower but maybe just as steady?

All water and dark enemies this time.  A little troubling though, as they still hit kinda hard.

Team: Dark Witch leader, Sigurd, Tainos, Carl, Erinyes, Spirit Archer ally.


Tainos helped a lot during the water enemy stages - he can instantly kill or nearly kill them all.  Mine isn't even skill leveled much (just level 2).  The Kali are no issue, but there's two Jack-In-Iron+ in stage 6 that are still as tough as nails.  Usage of skills except Sigurd's was expected here.  The trio of Ankou are nasty as well - each does 3830 damage after factoring in my 75% dark damage reduction.  Since I went with a resist team, I have no boost to HP or ATK, and they have around 2000+ defense each and a fair amount of health.  I had about 14K health myself, enough to bring me into the flashing red zone after a round of taking damage.

A super ATK may work if you are lucky with diamonds.  It would need some sort of shield skill as well as medusa eyes to be safe though.

Leonidas - Holy Mechbeast

This was the very first mechbeast I ever got - as well as my very first 6-star card way back in the day.  I thought he was a total beast of a card when I first picked him up.  He's not bad, but the lack of RCR growth and high energy cost does hold him back.  His active skill is also a direct damage attack, which has its ups and downs.


You can see the damage the enemies can do in stage 5 and 9 with 75% holy damage reduction.  Not bad considering they are CD2.  Though I didn't see it, I'm pretty sure the princesses can heal themselves.


With my setup, Leonidas hits fairly weak.  The 4914 damage is his angry snow attack which he uses when at low health.  He can also do double attack and reborn (50% heal).  Basically, save up skills for around 20%, then just spam skills away.  Safe yes, but rather tedious.

Onwards to next weeks festival!


Quest 30-3: Slow and Steady

Dual Sigurd failed me at the boss stage, so I fell back to my standard team, though having Balerion as my last card didn't do so much for me.  It probably could have been Smaug or Sigurd.

Team: Mobel leader, Erinyes, Carl, Catherine, Balerion, Spirit Archer ally (helps against all but two enemies).


As you can see, Spirit Archer halves the damage of every enemy except in stage 6.  The Jack-In-Irons+ in stage 4 is still a beast to contend with - very high HP and ATK.  The enemies in stage 6 hit moderately hard (9k total between the two of them IIRC).  The Yasha in stage 5 hit fairly light compared to the other enemies, but note their CD1, as well as elevated defense (which can be overcome with making multiple mono-elemental combos, revealing their somewhat low HP).  The banshee hit for 9k each.

Keep in mind all the damage I'm listing is factoring in my shadow and water damage reduction from my ally.

Wednesday, December 25, 2013

Quest 30-1, 2: Back to the Sigurd master race

Stuff probably hits hard, but who cares when you have 9x damage lelz.

Quest 30-1 Team: Dual Sigurd, Erinyes, Achilles, Anna, Lahair.

As you can see, none of the enemies have CD1.  Note that the evolved Jack-In-Irons has a very solid amount of HP and some defense.  The lone Atshen also has around 10k defense and enough HP to warrant Erinyes usage.


Quest 30-2 Team: Dual Sigurd, Erinyes, Achilles, Anna, Lancelot.

The masks require Erinyes usage to safely kill them in time.  It's hard to see, but the Yasha in stage 5 has CD1.  Fortunately it's easily dispatched.

Tuesday, December 24, 2013

Snow Princess :)

Free card - and a good one at that.  Plus you get candies to feed her quite the amount of xp.  Now instead of dual Anna you could go with dual Snow Princess for 4x ATK/RCR or one of each for 2x HP/RCR and 4x ATK.  The 7-star ATK cards don't have a lot of RCR, but some of the lesser star ATK cards do.

Quest 29-5: Twas the night before Christmas


...and not a new festival quest in sight.  So I just went on with this quest series till the end.  The dark dragon in stage 8 hits for 11111, and the boss hits a bit harder.  It also has 6000 defense.  If you want to use ATK boosters I'd suggest something like Loki, Njord, or Thore, not Sigurd/Evil Angel. 

Team: Mobel, Catherine, Carl, Tainos, Erinyes, Saintess.

Nothing really threatening, except for heart trolling at some point.

Tomorrow - free XMAS card :)

Quest 29-4: Back to tradition

Double Sigurd is fun, but also has its weakness - the moment you lose your full HP, you lose your ATK boost.  Which is ok against enemies with long CD, but when you come across CD1 enemies, it becomes quite a problem.

So I fell back to Mobel/Saintess leader and ally, with the usual Catherine/Carl/Erinyes in tow.  Morgana took up my last slot for extra dark damage fun.


Both the Centaur and the Hydra have CD1, but don't hit terribly hard as long has you have 1 holy damage reducer.  Their defense isn't terribly high, but it would take a lot of time if you don't have any poison or toxic attacks ready for them.

Friday, December 20, 2013

Quest 29-1, 2, 3: Enter the dual Sigurd master race

Quest series 29 is the holy themed series, with the usual trolling thrown in.  This particular one has a good amount of holy enemies, a couple of fire enemies thrown in, and then two DARK enemies as bosses.  Two Atlas that hit for around 13000 each with CD2.  They also have a lot of defense (10k+ at least IIRC).

Instead of trying to come up with a solid team with shadow reduction, I decided to unleash my newly acquired max level Sigurd and pair her with another one for some 9X damage fun.

Quest 29-1 Team: Sigurd leader/ally, Achilles, Mobel, Anna, Erinyes.


Of course, I had to focus down anything with a CD1 (the Ljousafar).  The Atshen at stage 6 hit for 5555 each (which I found out on a previously failed run, along with Atlas' damage).

This is also the first quest that requires 14 energy.  Getting kind of expensive now just for normal quests.



Quest 29-2 Team: Sigurd leader/ally, Baal+, Achilles, Anna, Erinyes.


Had a little scare with the masks, but a skilled up Erinyes bought me enough time to kill them all before any of them can attack.  I guess you can assume the enemies here mimic other elemental versions of the same type.



Quest 29-3 Team: same as 29-2


Need to make a 5-chain immediately in stages 1 and 2 or else I'd lose my Sigurd ATK bonus.  Unfortunately, since this setup can do some extreme damage, I have no real data on the Banshees or Charybdis.

Thursday, December 19, 2013

Quest 28-5: Straightforward business

Final lightning high level normal quest.  Same team as before, except I had Wales instead of Sigurd.


Notice the enemies from stage 8, 9, and 10 have fairly long CD compared to what I'm normally accustomed to.  Thunder Naga is perfect for this quest.  Those enemies have decent defense, but too much HP.  The Charmer has 5000 defense and hits for around 23000 base.  The phoenix hits for around 16000 base damage, and the ice dragon is 10000 base damage flat.

The rest of the stages are similar to previous iterations from other quest series.

Quest 28-4: Moving along...

After pulling my hair out on the previous quest, this one was pretty easy.  Same setup as the last one, except I subbed in Sigurd for Tainos.


The Askafure doesn't have 5000 defense; maybe around 2500.  Stage 2 and 4 are still kinda scary though.  The phoenix in stage 6 and 7 are similar - just that the one in stage 7 has better states (up to about 16000 base damage for the boss).  Defense is a little higher than expected, but can be easily overcome even without any ATK boosters or defense reducers.  Both of them are also CD3 so you have plenty to time to setup and heal between their attacks.

Quest 28-3: About time!

I tried many times to pass this quest with various super offensive and defensive teams, but ended up using my top-level team setup: Mobel leader, Catherine, Carl, Erinyes, Tainos, and Thunder Naga ally.  Super offensive teams run into a brick wall at the boss, and super defensive teams can't account for all the elements featured in this team, and lack proper offense.


Those Cambion can hit for 11000 each.  I needed to stall in stage 1 to get Erinyes ready for stages 2, 4, and 5 (and obviously 7).  The Askafure have about 5000 defense, but hit a little weaker than the Cambion.  I had to burn Carl and Catherine's skills to speed up this stage.  With Thunder Naga, Jotun doesn't hit hard (a little less than 4000).  Each Thor hits for about 3750+, but they also have well over 10000 defense!  In other words, damaging them was all about skill spam.  After factoring in Thunder Naga total damage is around 7800+ every round.

Friday, December 13, 2013

Calisto - Thunder Mechbeast Revisited

Feels like this was supposed to come around last week but didn't.  I tackled this thing over the summer but never got around to trying top level...until now.

This quest has a lot of impudulu to drop if you need to raise the iron wall skill of Thunder Queen, Asiman, Askafure, or Impudulu.  A lot of enemies seem to have about 1000 defense or so.


Pics of stage 5 and 9.  The snake can seal random cards and do a double attack if I can recall properly.  The twin nymph can heal 50% of their HP when they are at low HP (dunno how low exactly: maybe 25% or less?)  Incredibly annoying to say the least since they are fairly tough to take down.


 Boss hits for about 10000 damage base with CD1.  The skills it can use is release potential, angry snow, and reborn.  Reborn only seems to be used at sub 20% HP or even lower, and recovers 50% HP. 

You can see the setup I used here was incredibly defensive - dual lightning damage reducers and Mobel for a lot of damage reduction.  The rest are my standard for taking down very high HP bosses.

I did do another run using a double Sigurd setup for 9X damage, as long as I never take a hit.  With mostly fire cards to go along with it, the team can easily clear every stage in 1-2 rounds except the boss.  My setup did not have any diamond changers, relying on a little luck to keep the fire diamonds coming.  A little strategy is required though, as clearing stages too quickly can land you into the boss fight before Erinyes is ready (if her level is too low).  It's a very risky setup since a bad draw on the initial board setup can spell doom almost instantly.


Tuesday, December 3, 2013

Cruel Angel Eugenia!


The last of the angels that can randomly appear in the time limited quests.  Damage shown in this pic is after 50% reduction from my leader card AND shield up, so the base damage is actually well over 20000!  CD3 though.

Sunday, December 1, 2013

Path of Fire Revisited - Fire Samurai Level III

I had some serious issues with this quest last summer, but now I've got much better cards to handle this.  In this quest, all of the enemies have decent defense, around 1000-2000, so small chains will barely dent them, save for one exception - the boss himself, who has zero defense, but a lot of HP.


The left pic shows the dreaded trio you are guaranteed to fight in stage 5.  Of course with my luck, I ran into the exact trio in stage 4 as well.  Scott has his incredible 75000 defense that he shares with whatever allies accompany him.  Fortunately, defensive ruin + thunder breath instantly clears the stage.

Preferably, you'd want to stall so the defensive ruin + thunder breath combo is available for the start of any round.  Having other skills ready to go in case you get situations like what I ran into - facing scott and shirley enemy teams in successive stages.

I went with a defensive ally, since with my Erinyes, I can get a lot of free healing while focusing on non-heart combos.  Very safe, especially with Mobel for temporarily doubling my effective HP and RCR.  Carl is also there to provide damage in stages that feature Scott and other "normal" enemies, since the defensive ruin + thunder breath will not kill the normal enemies.

The boss's attack can be seen in the middle pic.  CD3, so there's plenty of time to recover from any attack.  Given that he also has zero defense, he's a cakewalk.  Just don't get complacent about keeping up with hearts and it'll be over soon enough.