Puzzle & Dragons, Ancient Dark Dragon - Legend. Mono-green team. 闇の歴龍 地獄級 木PTノーコン
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READ DESCRIPTION FOR STRATEGY TIPS.
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Description:
Much like his predecessor the Ancient Light Dragon, the Ancient Dark Dragon is considerably harder than the red, blue and green Ancient dragons.
Only very strong mono-color teams will have a chance at clearing the Legend difficulty level.
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Strategy:
1. This dungeon features the following binds.
a. Divine Gold Masks can bind dark team members. This can actually be pretty convenient for stalling if you brought Cu Chulainn. The Light demon on the 5th wave does the same.
b. Dark Demons bind light element team members. Generally not an issue and can even work to your advantage if a single sub like Odin is all that gets bound. Ultimate evolved Artemis (when released) is vulnerable to this bind however so keep that in mind.
c. Caol-ila binds light element team members when below 25% HP. This can work to your advantage if a single sub team member gets bound as it effectively buys you a "free" turn during which you won't take damage.
2. The 5th wave can be fairly scary. The two demons hit every turn and their maximum damage output is 27,948. Their damage output increases at low HP.
That is a lot of damage in a single turn, so you want to take them out fairly fast. The recommended approach is to charge up orb changers and other active skills by stalling on the first 4 waves and then taking out one or both of the demons in one attack.
3. Archangel is fairly straightforward. She hits for 11,160 every turn which can be bothersome but shouldn't put a decent Mono-green team in danger.
4. Caol-ila is a straight up endurance fight. He hits every turn and he hits hard:
a. Above 50% HP, he hits for 10,860 every turn.
b. Below 50% HP, he hits for 17,376 every turn.
In light of this, it is prudent to save your active skills until Caol-ila drops below the 50% mark. He's significantly harder below 50% HP so this helps reduce the fight's turn count during this critical last stretch.
5. Caol-ila puts up a status shield on his first turn, rendering delayers mostly useless for this dungeon since Caol-ila is really only a threat below 50% HP, so a turn 1 delay is of limited usefulness.
Don't bother bringing an Echidna if you challenge this dungeon with a mono-color team. Instead, bring a defensive monster like Susano or the Green Golem to mitigate damage. Five turns of half damage can mean the difference between success and failure.
6. Finally, the dragon will always bind light team members once he goes below 25% HP. This is of little consequence to mono-green teams and may even be beneficial, since this is one turn he won't attack you on! Bringing Odin along might be a good way to exploit this "weakness" of Caol-ila's, but keep in mind that an ultimate evolved Artemis WILL get bound here so that changes the situation quite a bit.
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Team:
*You want at least 17,377 HP on your team after bonuses, see Strategy section*
Freyja leader, Max level +2, Max skill
Ancient Dragon Knight, Max Level +2, Max skill
Parvati, Max level +72, Max skill
Susano, Max level
Cu Chulainn, Max level +2, Max skill
Artemis friend leader, Max level +220, Max skill, Max awoken
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