Sunday, February 5, 2017

Leader Analysis: Ronove


Although not one of my favorite leads to run, I cannot overlook the strength behind Ronove and his strong flexibility. Even if not running the optimal team for Ronove, you can still pull very consistent numbers, though it does take a bit of practice to set up rainbows and a cross.


SUBPOOL: Though the optimal team is the best way to run Ronove, any sub that does not break his board can work. Though that is true, you would then pick utility subs over orb changers, and the best utility is often found through the REM. A rainbow mix of subs can also work, though wood is often the best just to be on color with Ronove.

POTENTIAL: A great variable multiplier allows Ronove to work pretty well with killer awakening subs. With a max multiplier of 144x, any TPA sub can do a high amount of damage, and can even be a strong leader for newer players learning multiple color matches.

EFFICIENCY: Though five hearts do not always occur on a natural board, Ronove's low CD with a slight heartmake and bad orb clear active make having a board quite consistent. His active also fixes any DKali board change with a very low chance of not being able to activate below 100x. Even then, a heart cross with minimal color match pushes out very consistent numbers. This, combined with not needing all 5 colors, make hitting Ronove's max multipler much easier than other rainbow leaders. `

STABILITY: Ronove teams do not take hits outside of heart crosses very well, and a 35% cross shield does not guarantee survival in the hardest of dungeons, so an extra shield on the team helps greatly to tank some of the larger hits found in A3. However, the shield is strong enough for pre-endgame content and his low CD clears bad orbs.


Friday, February 3, 2017

PAD: Team Building and You


A very quick image for how to team build, but I can go a bit deeper since I won't be restricted to being concise on Discord.

A large part of Puzzle and Dragons is the team building aspect, which can greatly affect your dungeon clears. Here, we will go over how to make a team; how to choose a leader, what kind of subs you want to take, and how it will affect your orb matching.

How to Choose Your Leader

It is best to look at your box, and see what kind of cards have a favorable leader skill that fits what you have in your box. For example, Idunn & Idunna


Idunn & Idunna (I&I) is an example of a decent starter lead, that covers a lot of what a leader should have. The first thing to note is their leader skill,


This means that any water card will gain a multiplier to attack and recovery, even if the attribute is only from a sub attribute. This is a flat boost, or otherwise known as an unconditional boost. The next part is an extra conditional multiplier, which will boost the attack of your water cards by 1.5 times. This boost is multiplied and not added, so it is larger than it will seem. Multiplied onto your friend leader, explained in just a bit, will result in your total multiplier. A popular pairing for I&I, Ryune,


is often used to complement I&I. Depending on your level of comfort skill, box availability, and progress through the game, you may find other pairings that may suit your content better. Let us look at Ryune's leader skill:


Combined with I&I's leader skill, your team will have an unconditional multiplier to all stats, 2x to HP, 6.25x to attack, and 6.25x to recovery, noted as 2/6.25/6.25. In addition, on a skill activate, your team will receive an additional 2.25 to attack (1.5 * 1.5) which results in a total of ~14x attack total.

In addition to leader skill, you should also consider the array of awakenings that are present:



One of the best awakenings is SBR, which is often a barrier to most early game dungeons. While Ryune has none (eventually getting one in a future update), I&I provide two, which makes up for Ryune's lack thereof. Having 5 (20% chance per awakening) is essential to guarantee blocking a skill bind, so your subs will most likely want a total of 3. Both I&I and Ryune support TPA and Row matches, which will be explained later, but grant additional damage multipliers on top of the leader contribution. With that, let us continue with sub selection.

Choosing an Appropiate Sub

Using the examples above, let us continue with choosing appropriate subs to complement a water team. A general template for most teams usually runs by Leader/Orb/Orb/Utility/Flex/Leader, by how they complement a team. Let us revisit the above cards' active skills:



I&I provides a utility skill of an additional damage multiplier, while Ryune provides a full board orb change, which often comes in handy. This means that the subs should cover some additional orb changes, or another kind of utility.

As far as an orb change goes, I&I x Ryune is a monocolor team, so they only require water orbs. Any other orbs are used for additional combos, or targets for orb change. Single orb changers like Siegfried or Kamui are quick orb changers that allow you additional burst when necessary or provide orbs when you have none. On the other hand, a heartmaker like Siren can make hearts when your team is in a low health pinch. Dual orb changers are always a plus, especially if they create both heart orbs and water orbs. Often, you will want orb changers that target different orbs, but doubling up on an orb change doesn't hurt. Full board changes that include water are always a plus, though somewhat affected by RNG, so including an active skill to "fix" a full board change becomes another strong option. In this example, Ryune combined with Siegfried results in a water heavy bicolor board that can be optimized for some serious damage.

It is also important to take utility or defensive skills to counter certain mechanics in a dungeon. The most popular utility, a bind clear, often can make the difference between clear and defeat, especially with I&I and Ryune both being bindable. While bound, their leader multiplier becomes inactive, so it is in a player's best interest to unbind them to move forward. I&I already provides a boost for the team, so in this example, a defensive skill should be considered to aid dungeon stability. These defensive utilities come in a wide array of choices, such as delay, shielding, or bind clear. Offensive utilities like gravity, defense break, or orb enhancement can also be considered to tackle dungeon mechanics. Quite often, your flex slot (an any sub) should have a utility skill to help tackle a dungeon easily, such as bringing a delay or poison to bypass a resolve, or a shield to help tank a fatal hit.

Example Teams:


In most cases, the best utility will often come from the REM, but there are a couple of non-rem options for good orb changes and utility, if you don't mind the lack of awakenings and lower stats. And of course, the skillups for REM cards will also work as subs when moving from early game to midgame. Off color subs from the REM can also work, because as long as they have water attribute they will receive buffs from the leader pairing.


Orb Matching

I&I x Ryune offer a mix of offensive awakenings that allow for both rows or TPAs to be made. While a TPA only increases the card's attack by 1.5x (multiplicative for more awakenings), a Row Enhance will increase the entire team's damage by 10% per awakening* upon activation. A 4 match activates a TPA and a full 6 match will activate a row awakening. Activating multiple row or TPA matches will always increase your damage, so try to match as many as you can while maintaining a good amount of other orb combos to refresh your board. You can also match only off color orbs to increase the amount of a desired orb, known as saving orbs, during stall turns as to prepare a stronger burst to push a dungeon floor past a certain percentage. Depending on what subs and what awakenings they have, you will want to match for rows or TPAs, though other leads may have different orb match requirements. It is often best to pick which style of orb match you are most comfortable with, and then branch out after trying a few leads to learn orb placements and effective stall strategies.

*Row awakenings are more beneficial once you have at least 5 awakenings on the team, otherwise TPA or 3 match and combos will be better. But don't let that stop you from making one anyways due to orb movement constraints.



Questions? Advice? General team building? I can usually be found on PADRagnarok's Discord:
https://discordapp.com/invite/011OOhf7gdxMdQhcS

Thursday, February 2, 2017

Leader Analysis: Noctis


One of my favorite cards to come out recently is Noctis. Noctis has the conditional leader skill where you cannot match less than 4 orbs, but he sports a strong base stat multiplier and a good attack multiplier. The 4 match playstyle opens up new ways to setup and cascade, and I enjoy it greatly.

SUBPOOL: While dark has a good amount of strong TPA subs, finding good utility means you would have to inherit it over your TPA subs or take a non-TPA sub to fill that utility slot. Otherwise, Noctis still does great damage and can carry damage if you do not have primo dark TPA subs.

POTENTIAL: Noctis damage is usually limited to the amount of dark TPAs you can fit onto the board with enough combos to still hit the maximum multiplier. Noctis also struggles on low damage resolves, and needs to have separate match strategies to overcome them.

EFFICIENCY: As long as there is one dark combo on the board, Noctis can deal some real damage. An average Noctis board will only have 4-5 combos, but that is strong enough if you have good subs. Very rarely do you get only 3 combos, but Noctis has strong stability to board clear and tank hits. Efficiently clearing bad orbs is also a minor issue, but you could take a skill to clear it for you.

STABILITY: Noctis is the closest to Kinnikuman that NA will get, and not having that 4x to stats really makes Noctis inferior to Kinnikuman. Still, 2.25x to stats is on par to Krishna for tankiness, and slightly weaker than 35% cross leads. Bindability can be solved by running the leader immune badge, but lack of strong utility subs makes Noctis reliant on inherits to cover his weaknesses.


Wednesday, February 1, 2017

Leader Analysis: Ilm


Ilm largely went under the radar as an average 36x lead with no other multipliers, but receiving a split ult has largely pushed Ilm back from being a luxury bicolor sub. With the release of Tifa, Ilm has a very strong pairing to ensure high damage with much better orb efficiency, while also having direct access to a decent shield to make A1 pretty simple.

SUBPOOL: If running dual Ilm leads, TPA route is feasible, but Tifa pairing will want row subs. Otherwise, it can be possible to run a fire Ilm team or a mix light and fire rows with Tifa, which allow Ilm to be pretty versatile in sub selection.

POTENTIAL: Ilm has very good potential to comfortably do entry endgame content, but faces the same difficulty other similar leads have because there is no HP multiplier. However, there isn't much that Ilm does well in aside from having a strong multiplier and great sub selection.

EFFICIENCY: Ilm only needs a combination of 3 separate fire/light combos to activate, and this separate orb requirement increases the chance for natural board activation. Ilm's great RCV multiplier will help you stall and clear orbs for a better board, while pairing with Tifa makes it even easier to guarantee a natural board activation, although slightly increasing the necessary amount of orbs to deal real damage. Largely, Ilm's efficiency comes down to her leader pairing.

STABILITY: Ilm's weakness is being bound and having no HP multiplier, so it is pretty important to bring a bind clear, or leader-immune badge, to keep Ilm healthy to maintain the RCV bonus. Being able to heal well while stalling for better boards helps keep Ilm at full health, so many times the issues come down to having no heal orbs or not having enough HP to tank a hit.