You asked for it. incoming book
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This is a guide that may help in learning the basics to determine whether or not you may be able to beat a dungeon. Please refer to the FAQ provided by James Pierce to learn some of the basics/strategies utilized in this game. The Chinese wiki is located here:
http://zh.pad.wikia.com/wiki/Puzzle_&_Dragons_维基
(please test this link for me to make sure it works)
Utilizing a site such as translate.google.com we can learn a lot of information from this website...in particular formulate strategies to determine whether or not we can defeat a dungeon.
There are multiple ways to beat a dungeon.
a) brute force (This means kill it before it kills you...typically the quickest method. Examples include things such as a Zeus team, an ADK team, a vampire/dark team)
b) autohealer team - this relies on the fact that you can somehow outheal the damage being dealt by the monster in relation to your healing. For example, lets say you have a monster that hits for 1500 every turn, and you have a siren that heals for 1800 every turn. You will live. Lets now assume a monster hits for 8000 every 10 turns, and your siren heals for 1800 every turn. You should theoretically outheal it...assuming your HP is high enough to take the hit. If it is not, you must incorporate some sort of healing method
c) A team that utilizes some form of resistance
d) Resolve team - this requires that 1 of your leads be a Titan/Gigas, any of the color ogres, or Viper Orochi and a healer as your 2nd lead. For more details please refer to the FAQ Resole explanation.
Let's now fast forward to the chinese wiki page. The front page includes a picture for each dungeon's end boss, as well as various tabs on the left side for dungeons, special dungeons etc. Certain monsters are the bosses of multiple dungeons, such as Zeus, the boss of the final normal dungeon, as well as having his own special technical dungeon. Normal dungeons are in the middle of the page, tech/special/rotating dungeons are on the right side of the page, and "special/more limited/editor's choice dungeons" appear towards the bottom center of the page.
Here's a visual
Let's now look at the Hera dungeon in particular. Navigate down to her picture, or if you have trouble finding that, please use this link:
http://zh.pad.wikia.com/wiki/ヘラ降臨
After we scroll down a bit, we will notice a chart, with various monster pictures and numbers. What do these numbers mean?
The first column: The stage the monster appear on. If the field is blank, it means that it's typically a "trash" or fodder monster...something that will appear on non boss stages, in various quantities.
The Second column is a picture of the monster along with its name. The color in the top left, and most of the time the text denotes what color the monster is, in case you have some form of resistance brought along with your team
The third number is the monsters damage per hit. This number can be reduced by effects such as Green Odin, resist dragons
The Fourth number is the number of turns between each hit. For example, if the number here is 1, the monster will attack after every turn you get. If the number is 3, you get 3 turns in between monster attacks. THIS DOES NOTE DENOTE THE MONSTERS FIRST ATTACK, OR WHAT TURN IT IS. This is only for BETWEEN attacks. The first attack timer is typically variable, within 3 turns.
The Fifth column is the monsters armor - meaning you must exceed this number in order to deal damage to the monster (Damage done is monster dmg - armor then that amount used to calculate element bonus damage or weakness)
The sixth column is whether or not the monster drops anything. notably a baby version of itself, money, or nothing.
Lastly are any notes regarding the monster, such as whether or not its a rare appearance, or in some cases, such as the master weekend dungeon, there are a pool of 5 different carbuncles that can spawn at the end. This will tell you only 2 total will spawn.
Lets now dissect the dungeons information, and look for anything out of the norm.
First off, we note trash monsters can be of any color...this includes demons, mystic knights and devils. Due to them being various colors and being unable to identify which will spawn, we conclude that a single resistance will not protect against all of these damage types. For tips on trash, charging skills on round 1, etc, please seek another guide. Let's now skip to where we see the number 5 on the left. This denotes a boss or mini-boss stage, and will start our checklist of things to keep a lookout for the dungeon.
Overall things we can note: most bosses have around 400000-600000 hp, 1200 armor except for special cases (such as Neptunes armor/health, and Hera's HP/armor)
We note the first boss is venus. She's a light type monster with 5647 damage EVERY turn. This means for a resolve team, we must be able to heal up every turn. For a reduction to kick in, we must have a light reduction, or be able to top off your hp for odin to be effective every turn. We note the "typical" armor value for bosses in this dungeon which seems to be 1200.
Key notes against venus: light damage, hits every turn
Fight 6: Minerva. Here we note something a little different, Her armor value is the same as venus', but she hits for 14117 every 3 turns. This means in some fashion, whether resists, odin, or resolve, we must be able to sustain a hit of this nature every 3 turns and be able to heal against it.
Key notes for Minerva: hits for 14117 every 3 turns - if we can heal against venus, we should be able to heal against Minerva. Limiting factor: maximum HP of your team.
Fight 7: Ceres: 10780 every 2 turns. This is a mix between minerva and venus. It's less stressful than Venus since the damage comes less often and gives more time to heal up, while not needing the high hp pool minerva requires. If the checkpoints for Venus and Minerva are met, we should be able to handle Ceres easily.
Fight 8: Neptune: Well something is definitely different here. Neptune has very low HP: 44489. However his armor is 72000 (also, he's blue, which is advantageous for green, and a setback for red teams)
Checklist for Neptune: Must be able to exceed 72000 armor, or deal damage some other method (Poison/Shiva or other armor reductions)
Fight 9: Hades: Hades is a standard boss, yet hits for 82123! We must note this for some method to stay alive
Fight 10: Hera. 2.56 million hp, low armor...hits for 12354 every turn
Checklist Hera: Lots of hp, low armor...hits VERY hard EVERY turn
Checklist for the dungeon:
Venus hits for 5647 light damage every turn. Must be able to heal through this
Minerva hits for 14117...this is nothing compared to Hades, so Hades supercedes Minerva's requirements, unless we're strictly using elemental reductions
Ceres has no special requirements that aren't met by something else
Neptune requires something to break through his armor
Hades requires a method of living through a high damage hit
Hera hits every turn
Now lets look at some common stats needed to beat this dungeon, and why they're important
HP requirement: We have several different methods here. One is to eat the hit...this means you must have 82123 HP because Hades hits for that much. This seems difficult. We can utilize things such as rainbow keepers, or Susanos, but must realize that we most likely will not kill hades quickly unless using a brute force team. Thus we must have a sustainable amount of health.
Lets look at using an odin(He provides 80% damage reduction at full health):
82123*(1-.8) = 16425.6 HP, we'll round to 16426. This means utilizing an odin, we'd need this much HP to survive. Odin will offer us damage reduction versus every boss, so long as we can heal up in time.
Lets look at Odin(80% reduction) + a dark damage reduction(50% reduction): 82123*(1-.5)*(1-.8) = 8212.3 rounded to 8213 HP every 6 rounds.
Lastly, we could just use resolve. This makes the dungeon feasible, in terms of maximum HP requirements
Let's look at the next struggles: RCV. We note two monsters hit every turn, Hera and Venus.
If we strictly look at Hera and Venus without reductions, we note Hera is twice as threatening. Thus, we must heal 12500 every turn, or use reductions
Using Odin provides 12354*(1-.8) = 2470.8 or 2471 damage every turn. Venus' is less than that. Now we note...well if we have 16500 hp, and can heal this much every turn, we can survive through this dungeon!
Another option, 12354*(1-.5)*(1-.8) for CDD + Odin is 1236ish damage every turn. This is very manageable.
Our options are some form of auto healer (Ameterasu, Siren etc) or to manually heal. We note that if we manually heal, we must account for the need of health orbs being present EVERY turn to survive or activate Odin's leader skill. Hence for the typical need of 2 sirens maxed out on the team.
Lastly, let's look at the Neptune requirement: 72000 armor, let's assume we either need poison on the team or armor reduction. Poison is pretty straight forward.
Thus what do we take from this: Using strictly odin, we must heal for a minimum of about 2500ish every turn and have a max hp total of 16500, while having a poison for Neptune.
Using CDD and Odin we must have 8250ish HP total, healing 1250 every turn and have a poison or armor reduction for Neptune
Using Resolve, we must be able to heal up every turn, and poison or armor reduce Neptune.
Hopefully this helps, let me know if any clarifications are necessary. I will add something on a normal dungeon later, but my hand is tired XD
Resolve team compositions:
Valk team: Leads: Valk/Orochi. Subs: Siren max skill x2 if possible(Must have at least 1), Lilith, Echidna. Can sub in a 2nd valk or Echidna if for the 2nd Siren
Standard Resolve team: Leads: Giga/Ogre/Orochi as lead with Ama as the other lead. Subs: Chimera/Demon x3(perferably all near max lvl need to be evolved at least), 1 poison monster(Lilith or Neptune, if no poison monster than another Chimera/Demon will do) . If you have a Vritra you can sub him in for any of the Chimera or Demon. Also can sub in an Echidna for safey but not required.
AutoHealing team composition:
Odin/Ama team: Leads: Max lvl Odin and Ama. Subs: Mechs, Rainbow Keepers, Hera, Rippers, Golems. (Remember must have at least 16426 HP so pick creatures that have high HP)
Resist team Compositions:
Odin must be one of your leads. 2nd lead must be a 50% dark damage reducer. Options are: Dark Ripper, Dark Neptune, Drawn Joker, Dark Minerva, Evolved Hades, Dark Venus ect. I think you get the idea.
Subs: Siren max skill, Rainbow Keeper, Echidna or another max Siren, Rainbow Keeper or another monster with high HP or Poison monster.
Note: your team must have over 8214 HP and preferably a Poison monster for reasons stated above.