Like 10-20mil XD
I barely cracked 10mil with full activation and 4 dark prongs
Was expecting way more
Gonna test again with escha setup
I just need to readjust my expectations I guess lol
Too used to ilms
Keep in mind you're sitting on 60k+ HP and have 2 on demand 3 turn delays and the recovery to keep doing it almost every turn. Also what would you need to hit that hard? radars absorb or negate too much damage and Kali will die just fine to what you're already doing.
Well, Blodin is the only odin I don't have, also no sarasvasti or sumire. I guess I know what my targets are.
You're not missing much with no Blodin so don't feel bad. While you're still working on getting those pulls some general things to keep in mind:
Quick orb makers like Bvalk, Hatsume, and Nut are viable if you don't need full SBR. If you have any blue monsters with 2 or 3 SBR you can usually make up the difference elsewhere. Another option is forgo the HP badge for the SBR badge. at some point it was changed to be additive so you only need 3 SBR over the team + the badge to get 100% or better resist. You'll need to tweak based on the dungeon.
Physical types have lots of HP. Look for any decent blue Physical types in your box. Dragons also tend to have high HP. Inherit like colors for even more HP. It's not much but even a little bit helps sometimes. Keep in mind I'm running a hypered team so if you're not add about 5-6k HP to what you're seeing and that's where you'll end up once you're done plussing out.
But yeah Meri isn't a perfect lead (if her evo is unbindable I'm going to flip) but she's incredibly powerful. She has some team building restrictions (SB/SBR, bind clear required, etc) but the tools are out there.
The reason I'm using the team I have is because it's built for Arena. Having Sarasvati keeps the team no dupes so it's usable anywhere I can get a blue orb, she loses no time extends over another Sumire, and only takes a smallish HP hit. Here's my reasoning for each sub:
Andromeda
Makes hearts and waters using orbs no on else on the team works with, combos with inherited Mori for a full blue board, has solid stats (lots of HP), 2 SBR and has the ability to soft bind clear. Inherited Ryune to allow similar full board coverage with Meri as well as bonus stats and heart making (with haste).
Sumire
Lots of HP, 4 Orb Enhances, haste active. Mori inherit for reasons described above plus the double haste to bring something like Sarasvati back up to fix a bad board in case Andromeda isn't available.
Sarasvati
3 skill boosts and a short active that keeps water orbs flowing would be enough. Inherited Scheat for the HP and similar active as a hedge against Beelz and jammer converts, also combos with Ryune for a 2/3 water board. The active rarely comes up unless I'm preparing for it though.
Isis
She's on pretty much every blue team I make that needs a bind clear. Solid stats (great ATK), decent awakenings, short active I can inherit on. I put Awoken Orochi here because the delay is crucial to some arena spawns (Parvati, Kagu, and Sopdet especially). This lets me use Orochi on a nasty floor and bring up her shield in time for DQ Hera.
Things that can really wreck this team:
Tama spawn that binds Andro, and Meri then skill binds me. I need 2 rows to kill them in this situation and without actives it's unlikely I'll have 12-15 blue orbs to work with.
Needing to unbind when Isis is unavailable. Hasn't happened yet but I can see a situation where a status immune boss binds my team while I have Orochi up.
Isis can be replaced by any unbindable bind clear especially if you latent for DQ Hera.
Andro is so key to so many water teams, I'm not sure what I'd swap her with. You need the two SBR for most dungeons so I'd start there.
Sumire is mostly a stat stick, but a useful one. Any high HP blue monster can work ideally with an SBR.
Sarasvati is key to having strong actives up turn one, but that can be mitigated by a quick orb changer.
There's probably better team compositions out there but it's the best I think I can do with what my box has.