Jungle Juggernaut build
Do you hate the Rainsong Jungle bosses? Do you hate how they whittle down your team's health? Do you wish you could just continue grinding forever without resetting? Then the Jungle Juggernaut is what you're looking for! It's a coliseum build specifically made for the Rainsong Jungle, capable of defeating bosses before they get even a single turn. This can also be done in all venues below it, and works well as an alternative build for level 1-20 venues (more on that here). It works best in a team of three.
Basic info:
126 STR | 49 QCK | 29 VIT
Eliminate
Berserker x3
Ambush x2
Reasoning:
You'll be left over with 4 stat points, which you can spend however you please. Sap is optional, but nice to have. Might not even need it though, while testing I went 300+ battles without a single one of my dragons getting hit even once.
I highly recommend using a full team of three Juggernauts. This build can take on the Rainsong Jungle with a team of two, but only with a full team of three will you be able to make use of the build's ability to go on indefinitely. If you can't do that, adding a regular glass cannon to your team works, but I haven't tested how well it stacks up to a three-Juggernaut team.
The best element for the Rainsong Jungle is fire, but since you're working with at least 2 dragons (and you shouldn't get hit much with this build anyway), element shouldn't matter too much.
Some cool extra facts & elaboration:
Tools & guides used:
Do you hate the Rainsong Jungle bosses? Do you hate how they whittle down your team's health? Do you wish you could just continue grinding forever without resetting? Then the Jungle Juggernaut is what you're looking for! It's a coliseum build specifically made for the Rainsong Jungle, capable of defeating bosses before they get even a single turn. This can also be done in all venues below it, and works well as an alternative build for level 1-20 venues (more on that here). It works best in a team of three.
x | xxxxx |
x |
Basic info:
126 STR | 49 QCK | 29 VIT
Eliminate
Berserker x3
Ambush x2
Reasoning:
- With 126 STR, you'll be able to 1-hit eliminate, scratch + elim or 3-hit scratch any enemy except for the bosses. Just like your standard 133 STR glass cannon, except you're saving on stat points!
- With 49 QCK, your Juggernaut will get 3 starting turns against any enemy, including bosses. A team of three means 9 starting turns.
- Putting as many of your remaining points into VIT will grant you 29 VIT, which means your dragons can survive up to 5 hits from a boss each!
You'll be left over with 4 stat points, which you can spend however you please. Sap is optional, but nice to have. Might not even need it though, while testing I went 300+ battles without a single one of my dragons getting hit even once.
I highly recommend using a full team of three Juggernauts. This build can take on the Rainsong Jungle with a team of two, but only with a full team of three will you be able to make use of the build's ability to go on indefinitely. If you can't do that, adding a regular glass cannon to your team works, but I haven't tested how well it stacks up to a three-Juggernaut team.
The best element for the Rainsong Jungle is fire, but since you're working with at least 2 dragons (and you shouldn't get hit much with this build anyway), element shouldn't matter too much.
Some cool extra facts & elaboration:
- With a team of three Juggernauts you'll get 9 starting turns against every possible pack, so you won't take any damage against a 3-pack even if you do nothing but scratch (provided your enemies don't dodge). Theoretically, you wouldn't need an eliminate if you didn't mind the slow speed.
- This build can defeat bosses easily! With a team of three Juggernauts, you can kill the bosses before they get a single turn. You should be able to kill them with:
- Elim x3 & scratch x6 (boss gets 0 turns)
- Elim x2 & scratch x9 (boss gets 1 turn)
- Elim x1 & scratch x12 (boss gets 2 turns)
- Scratch x15 (boss gets 2 turns)
- As I said before, 126 STR works the exact same as 133 STR in this venue. The difference in amount of damage you deal is not noticable against regular enemies. The only difference is that defeating a boss takes 1 turn more than with a team of three 133 STR glass cannons, but you'll take less damage doing so.
- This build should work just fine in lower venues, but this still needs more testing (more on that here).
Tools & guides used:
- Sylvandyr's Skills and Enemy Stats tool
- Sylvandyr's Coliseum Stat Preview tool
- PigeonPhD's Coliseum Turn Order Calculator
- Amayai's Element per Venue guide