I call it the Tide Pod, because the Forbidden Portal is probably full of forbidden snacks, and my team is water/fire, so, tide pod theme.
This isn't a casual build, I've tested a few stats/stones/dragons, used a lot of tinctures, and done calculations with the raw numbers. Their stats are decided as follows: strong enough to get things done in as few turns as possible, then dump as many points into speed as you need to outpace the stronger monsters, then dump the rest into vitality. A str of 129 and int of 125 lets you dispatch most monsters with 2 turns. There are a few that need three turns, but the required str/int to get them in 2 would be detrimental to speed. So here we are.
When you start your run, make sure your first battle has less than two physical attacker monsters. There's a list at the bottom.
Here are the regular monsters, each section is a teir you want to take out before the next.
physical attackers, part one
start with either contuse or scratch or sap and then finish with eliminate.
physical attackers, part two
a little stronger, rally your physical attacker, then use contuse or scratch or sap and then finish with eliminate.
mage attackers, part one
weakest monsters in the Portal, rally+eliminate takes them out. They also meditate on their first turn, take advantage and use it to build breath or heal.
mage attackers, part two
start with either contuse or scratch or sap and then finish with eliminate. They meditate on their fist turn, so use that to your advantage.
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Resources:
I borrowed from this build, but they need to use rally+scratch+elim for most monsters, which means 3 turns to k.o. them. I'd rather k.o. them two, and use that other turn to meditate/regenerate. That being said, everyone has a different play style and if my build isn't working for you, try this one out!
The coli calculator is an invaluable resource when messing with your own builds.
My other builds, I like having a dedicated team for each purpose.
This isn't a casual build, I've tested a few stats/stones/dragons, used a lot of tinctures, and done calculations with the raw numbers. Their stats are decided as follows: strong enough to get things done in as few turns as possible, then dump as many points into speed as you need to outpace the stronger monsters, then dump the rest into vitality. A str of 129 and int of 125 lets you dispatch most monsters with 2 turns. There are a few that need three turns, but the required str/int to get them in 2 would be detrimental to speed. So here we are.
When you start your run, make sure your first battle has less than two physical attacker monsters. There's a list at the bottom.
Mage in left position
Support role
Support role
______________ |
Stats: Skip the bosses: _____ Fight the bosses: _____ |
- Stones
- Contuse for regular monsters, it's favoured over the elemental ability stone since it can blunt an enemies attack, and it also uses 15 breath points instead of elemental ability's 20. You hit an enemy with this so your physical attacker can finish with eliminate.
- Elemental Ability depends on the type of dragon you're using. I don't find this is useful at all against the normal monsters, and instead choose dragon type based on how much damage they resist rather than deliver. It's only used against the bosses, and drown has an advantage over both.
- Regenerate Use as needed, preferably at the start of the battle since this stone works better if it has time to do it's thing. I was flailing around with aid/sap until I read kingcrown's guide, and it made a HUGE difference.
- Rally is to be cast on the attacker dragon, and has no benefit if cast on yourself. It's only needed for 4 monsters, and the bosses if you want to do that. You can rally+elim both Frogspawns, Foolish Prince, and Mindless Flight. You need Rally+scratch/contuse+elim for the Pupowls and Bilworpers (infographic below).
- Battle, when fighting regular monsters, this is a support roll. Cast regenerate on either dragon when health is low, cast rally on your attacker when facing Pupowls or Bilworpers. Cast contuse so your attacker can finish with eliminate. And when facing a boss the roles are reversed, this dragon starts with contuse but then spams the boss with drown (or whatever elemental ability it has).
- Element Choices (pick water) are calculated based on damage you take from monsters who use meditate + elemental attacks. Magic damage you deal isn't taken into account because you should be using contuse. If you are skipping the bosses; arcane and nature have the best advantages (they are each weak against a boss tho). If you want to take on the bosses as well, water and shadow have advantages against both, but shadow is weak to 4 regular monsters, so it might not serve you well. Water is only weak to MindlessFlight, and that's one of the weakest monsters. If you can't be water, the more neutral options are Fire (reduced mutual damage with orange boss, weak against Void Wyvern), Wind (reduced mutual damage with green boss, weak against Void Wyvern and All-Seeing Eye).
Attacker in center position
Eliminate them all
Eliminate them all
______________ |
Stats: Skip the bosses: _____ Fight the bosses: ______ |
- Stones
- Eliminate used against regular monsters, sparingly against bosses since you want to preserve breath on this dragon.
- Haste It can be used in the beginning of a fight against regular monstsers, but really only as a mechanism for gaining breath. It should always be used in a boss fight on both dragons.
- ??? rotating tap. Try something, see if you like it. Sap? Bolster? Shred? There really isn't much you need here, so go nuts. You can see I have sap here, but I've since switched it to shred.
- Concentration used only for boss fights, it buffs magic attacks so use it on your (hopefully) water mage to drown the frogs. It will do nothing if used on yourself.
- Battle, when fighting regular monsters, this is the main attack role and your goal is to preserve breath. Cast haste on yourself to gain breath. Use scratch and then finish with eliminate. And when facing a boss the roles are reversed, this dragon does more support and starts with haste on both dragons, then casts concentrate on the mage, then scratch/shred/elim as needed. Just don't go crazy with the elim because you want to save breath on this one.
- Element Choices are calculated based on damage you take from monsters who use meditate + elemental attacks. You don't deal any magic damage, so we're just looking at resits. If you're skipping the bosses; arcane and nature have the best advantages (they are each weak against a boss tho). If you want to take on the bosses as well, water fire and wind all resist one boss each, with Water and Fire each only having one weakness among the regular monsters. So pretty much the same as the mage, except that water isn't a huge advantage and fire works just as well. Earth still has one advantage and one disadvantage, I don't think it's worth it if it means the green-boss-frog completely obliterates you.
Fodder in right position
Time to shine
Time to shine
|
Stats: None. They are an idiot baby. He has no stones, not stats, and lives in a 380sqft bachelor appt in the bad area of town. His one job, as an unpaid intern, is to observe how to level up and absorb the occasional hit, which immediately knocks him out (don't worry, he's okay, he's just uhhhhh sleeping). It's best if your goal is to take him to level 25, this venue is way to much of a hassle to start over if you just want to fodder-train to 4 or 7. You are here for the long haul and also the adjudicator apparel set. |
Here are the regular monsters, each section is a teir you want to take out before the next.
physical attackers, part one
start with either contuse or scratch or sap and then finish with eliminate.
physical attackers, part two
a little stronger, rally your physical attacker, then use contuse or scratch or sap and then finish with eliminate.
mage attackers, part one
weakest monsters in the Portal, rally+eliminate takes them out. They also meditate on their first turn, take advantage and use it to build breath or heal.
mage attackers, part two
start with either contuse or scratch or sap and then finish with eliminate. They meditate on their fist turn, so use that to your advantage.
[/center]
Resources:
I borrowed from this build, but they need to use rally+scratch+elim for most monsters, which means 3 turns to k.o. them. I'd rather k.o. them two, and use that other turn to meditate/regenerate. That being said, everyone has a different play style and if my build isn't working for you, try this one out!
The coli calculator is an invaluable resource when messing with your own builds.
My other builds, I like having a dedicated team for each purpose.