New challenge set seems kinder than White Snake but still pretty nasty at the end.
Here's what I'm thinking
Fl1 is a gimme
Fl2 isn't much worse. Any lead with a built in shield trivializes it.
Fl3 is a straight damage check. Anubis worked in one turn but any hard hitting team that can have an active online early can do it.
Fl4 isn't too bad, a combo focused team is recommended since there's a combo shield on almost every floor.
Fl5 is fun from a team building standpoint. I ran out of stam before I could try it but I have a Meri (6* form) team I think will do fine. (Meri, Kundali, Sitri, Sharon, Amatsu, Meri). The combo shields could be a problem but I won't know till I'm in the thick of it. Meri's +2 should be enough though. Amatsu is the only one not getting the 3x bonus so it should be ok. I think an Acala team could work great too...
FL6+ is where I see trouble starting. Modified Myr dungeon, killers should help, but you also need enough HP at the end to stall through Myr's BS.
FL7 either do the satan cheese (stall out damage void and grav to death) or try to do it legit. He hits as hard as 3p UDR but has less HP. I built an Anubis team specifically to counter him so I'm going to try that route. The awakening bind attack is my biggest concern.
FL8: Bring a shitload of damage. Sweep every floor, delay Deightos and either break def or just hit it really hard. I'm thinking of bringing Kushi with dragon killer Tsubakis.
FL9: Bring the hardest hitting team you have. The wisedragons have a stupid amount of HP but no resolve. the double diao Anubis team will have the least trouble imo. I'm planning on bringing Anubis. Last stage remember you can hold a rotating orb to change it to the color of you choice so you can build a board to suit your team.
FL10: Again hard hitting combo stuff looks like the right call. The boss is vulnerable to gravity at the start (you'd need a fujin like once his absorb is up). If you can somehow stall up enough gravity to break Azazel's resolve turn 1 it's just a matter of hitting hard enough to kill. If you can get past floor 1 with a Minerva cheese team then it might be possible to cheese out the rest of the dungeon. I don't know if the keeper on the first level awaken bind then wrecks you or if you have a turn to clear the awaken bind. There's no skill bind you can bring the SB badge or the TE badge. Either way it looks like level 1 was designed to counter cheese.
So...I'm thinking about strategies for those of us who sort of suck with combos.
I was thinking for floor seven you could probably try dual hades, as with 30k HP you can tank every hit even after the damage buff; but it will be slow going with that 36x multiplier and 300million HP to chew through. Probably need to bring a lot of killers if possible to keep it from sucking too hard. Or, could just wait out the shield and go for gravity kill, as you mentioned.
On the other hand, I could try out dark metatron with a bunch of dragonkiller subs. Can just stall until my actives are up, then try my best to punch through in a couple of turns after things get real.
Floor 8, at first blush, look minerva cheesable. probably doing that, unless I missed something important.
Floor 9 seems tricky. I'm not sure what the upper end on damage is with anubis/diabolos, but that might be the most viable, even for me. With a lot of patience, you
could minerva/gravity cheese it, but you'll need a full gravity kill up immediately for the last floor, which typically involves that van crow guy, which I never rolled.
Floor 10 looks un-cheesable. The awakening bind plus several million damage seems pretty impossible from that perspective. It also has too much HP to be easily killed in the four turns you have (with very few actives). If you could get through the floor, the rest of the dungeon would be doable though.
I'm really not sure what I'll do--seems a bit above my station.
EDIT: It is also no dupes for the last floor--so, good luck with that.