@Letsdrawwonder
I'm not sure what the best additional stones would be, but I spend way too much time in the coli, have a few dragons with experimental builds and can give you might thoughts on the options.
When a dragon uses Rally they apply it to a teammate who gets a boost to their STR for the next several rounds. This means dragons with STR based attacks (scratch, shred, slash) do more damage. I like Rally a lot, but that's partially because it means there are more dragons I can one-shot eliminate. If you have dragons that are overleveled for the venue it would probably also give them more that they can get in one or two shots with scratch. If they need more than two rallied scratches to take out the opponent it probably isn't worth it. It also applies a very tiny amount of healing based on the dragon's Int. This is an argument for giving it to the mage, but I'm not sure it's a conclusive argument. I wouldn't give it to all three dragons.
Haste behaves like Rally except that it boosts the dragon's QCK and makes them go faster. I'm not sure how useful it is with this approach.
Concentration is Rally but for Int. It could be helpful, but in practice I don't ever find myself using it when I take the mage that has it into the coli. The only time I really find it useful is when I feel like challenging myself by taking a team of three mages.
The special ability stones deal damage based on the dragon's Int, so I wouldn't give them to the physical dragons. For the mages I use with my eliminate based glass cannons in the Kelp Beds and Golem Workshop I replace the elemental bolt with the special ability when they get to level 12. It uses very slightly more breath, but it's rare to be in a position where I could use the bolt but not the ability.
Sap is potentially useful for the STR based dragons. It lets them gain a small amount of health back when they use it in addition to doing damage to their opponent. I personally don't use it very effectively, but I've heard that it definitely can be.
Clobber is DEF based. Unless you just really want the chance of it stunning the opponent, don't use it with any of these builds. I have an experimental tank build I'm working on that uses anticipate, guard and clobber, but it's not useful for any standard builds.
If you want to spend a lot of time in venues where there are a lot of mage enemies, Reflect can be your friend. It bounces enemy bolts and special abilities back on them. HOWEVER it also blocks your mage from healing them while it's up.
I've never actually tried using Bolster or Ward. If you are having lots of trouble with getting killed they might be worth experimenting with though.
I hope that's helpful!
I'm not sure what the best additional stones would be, but I spend way too much time in the coli, have a few dragons with experimental builds and can give you might thoughts on the options.
When a dragon uses Rally they apply it to a teammate who gets a boost to their STR for the next several rounds. This means dragons with STR based attacks (scratch, shred, slash) do more damage. I like Rally a lot, but that's partially because it means there are more dragons I can one-shot eliminate. If you have dragons that are overleveled for the venue it would probably also give them more that they can get in one or two shots with scratch. If they need more than two rallied scratches to take out the opponent it probably isn't worth it. It also applies a very tiny amount of healing based on the dragon's Int. This is an argument for giving it to the mage, but I'm not sure it's a conclusive argument. I wouldn't give it to all three dragons.
Haste behaves like Rally except that it boosts the dragon's QCK and makes them go faster. I'm not sure how useful it is with this approach.
Concentration is Rally but for Int. It could be helpful, but in practice I don't ever find myself using it when I take the mage that has it into the coli. The only time I really find it useful is when I feel like challenging myself by taking a team of three mages.
The special ability stones deal damage based on the dragon's Int, so I wouldn't give them to the physical dragons. For the mages I use with my eliminate based glass cannons in the Kelp Beds and Golem Workshop I replace the elemental bolt with the special ability when they get to level 12. It uses very slightly more breath, but it's rare to be in a position where I could use the bolt but not the ability.
Sap is potentially useful for the STR based dragons. It lets them gain a small amount of health back when they use it in addition to doing damage to their opponent. I personally don't use it very effectively, but I've heard that it definitely can be.
Clobber is DEF based. Unless you just really want the chance of it stunning the opponent, don't use it with any of these builds. I have an experimental tank build I'm working on that uses anticipate, guard and clobber, but it's not useful for any standard builds.
If you want to spend a lot of time in venues where there are a lot of mage enemies, Reflect can be your friend. It bounces enemy bolts and special abilities back on them. HOWEVER it also blocks your mage from healing them while it's up.
I've never actually tried using Bolster or Ward. If you are having lots of trouble with getting killed they might be worth experimenting with though.
I hope that's helpful!