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Apr 15th, 2016
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  1. [B][U][SIZE=6]3. Notable Subs[/SIZE][/U][/B]
  2.  
  3. [B][U][SIZE=5]Board Changer[/SIZE][/U][/B]
  4. [table=8]
  5. [tr]
  6. [td]
  7. [monster=2390,70][/monster]
  8. [/td][td]
  9. [B]God/Balanced[/B]
  10. [br][/br]
  11. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3255 (4245 w/ +99)[/COLOR]
  12. [br][/br]
  13. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1467 (1962 w/ +99)[/COLOR]
  14. [br][/br]
  15. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 502 (799 w/ +99)[/COLOR]
  16. [/td][td]
  17. [B]Active:[/B] Change all orbs to Fire, Wood & Heart orbs.
  18. [br][/br]
  19. [B]Cooldown:[/B] 14 Turns (9 min)
  20. [br][/br]
  21. [B]Awakenings:[/B] :awakening4::awakening16::awakening3::awakening28::awakening3::awakening16::awakening3::awakening10:
  22. [/td]
  23. [/tr]
  24. [/table]
  25. [B]Thought Spinner Norn, Verdandi[/B]
  26. While Verdandi doesn't bring any rows to the table, she is still a pretty good board changer. On a short cd, she makes a tricolor board that can easily be chained to by a heartbreaker to give you a wood heavy bicolor board. Between Verd and your two leaders, you have 5 wood orb enhances already, guaranteeing your natural wood orbs are enhanced while bumping up your damage across the board. She also helps with stacking skill boosts, bringing two the table, along with a skill bind resist for when you need to make a skill bind immune team.
  27.  
  28. [table=8]
  29. [tr]
  30. [td]
  31. [monster=2287,70][/monster]
  32. [/td][td]
  33. [B]Dragon/Attacker[/B]
  34. [br][/br]
  35. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3038 (4028 w/ +99)[/COLOR]
  36. [br][/br]
  37. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1919 (2414 w/ +99)[/COLOR]
  38. [br][/br]
  39. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 274 (571 w/ +99)[/COLOR]
  40. [/td][td]
  41. [B]Active:[/B] Change all orbs to Wood & Water orbs. Reduces cooldown of other skills by 2 turns.
  42. [br][/br]
  43. [B]Cooldown:[/B] 19 Turns (14 min)
  44. [br][/br]
  45. [B]Awakenings:[/B] :awakening1::awakening4::awakening4::awakening6::awakening16::awakening16:
  46. [/td]
  47. [/tr]
  48. [/table]
  49. [B]Paradise Jade Dragon Caller, Sonia[/B]
  50. Beach Gonia is an amazing sub for her regular self. While her cd is longer than regular Gonia's, her active packs a two turn haste. Seeing how you'll probably only use Gonia and Beach Gonia once in most dungeons, this additional effect makes up for her longer cd. Her awakenings are a bit worse than Gonia's though, having one fewer row, no orb enhance and no skill bind resist. However, she still has a solid set of awakenings with her row, double TPAs and double skill boosts so she still makes an amazing sub.
  51.  
  52. [table=8]
  53. [tr]
  54. [td]
  55. [monster=2509,70][/monster]
  56. [/td]
  57. [td]
  58. [B]Dragon/Attacker[/B]
  59. [br][/br]
  60. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3010 (4000 w/ +99)[/COLOR]
  61. [br][/br]
  62. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 2063 (2558 w/ +99)[/COLOR]
  63. [br][/br]
  64. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 233 (530 w/ +99)[/COLOR]
  65. [/td][td]
  66. [B]Active:[/B] Change all orbs to Wood, Light & Heart orbs. Reduces cooldown of other skills by 1 turn.
  67. [br][/br]
  68. [B]Cooldown:[/B] 15 Turns (10 min)
  69. [br][/br]
  70. [B]Awakenings:[/B] :awakening1::awakening1::awakening4::awakening4::awakening16::awakening10:
  71. [/td][/tr][/table]
  72. [B]Cutting-Claw Green Dragonbound, Sylvie[/B]
  73. Sylvie is probably the best board changer available to Gonia. On a rather short cd, you get haste and a tricolor board change that can be chained to by a heartbreaker to give you a wood heavy bicolor board. On top of that, she brings two rows, two TPAs and a skill boost, giving her a powerful set of offensive awakenings. Apart from her RCV, Sylvie has decent stats and your team probably won't even feel the low RCV anyway. The lack of sbr does hurt a little bit but she is an amazing package in every other way.
  74.  
  75. [table=8]
  76. [tr]
  77. [td]
  78. [monster=2752,70][/monster]
  79. [/td][td]
  80. [B]God/Dragon[/B]
  81. [br][/br]
  82. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 4075 (5065 w/ +99)[/COLOR]
  83. [br][/br]
  84. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1509 (2004 w/ +99)[/COLOR]
  85. [br][/br]
  86. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 250 (547 w/ +99)[/COLOR]
  87. [/td][td]
  88. [B]Active:[/B] Change all orbs to Wood & Light orbs.
  89. [br][/br]
  90. [B]Cooldown:[/B] 19 Turns (12 min)
  91. [br][/br]
  92. [B]Awakenings:[/B] :awakening1::awakening1::awakening16::awakening16::awakening16::awakening28::awakening1:
  93. [/td]
  94. [/tr]
  95. [/table]
  96. [B]Guardian Dragon, Avalon Drake[/B]
  97. Even before his uvo, Avalon was still a great board changer but he was lacking compared to Gonia. While his awakenings are still not very diverse, three skill boosts and three rows is nothing to complain about and the skill bind resist puts him on par with Gonia. Overall, he is now as good of a board changer sub as Gonia herself in most cases.
  98.  
  99. [table=8]
  100. [tr]
  101. [td]
  102. [monster=1267,70][/monster]
  103. [/td][td]
  104. [B]God/Balanced[/B]
  105. [br][/br]
  106. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3475 (3465 w/ +99)[/COLOR]
  107. [br][/br]
  108. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1414 (1909 w/ +99)[/COLOR]
  109. [br][/br]
  110. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 346 (643 w/ +99)[/COLOR]
  111. [/td][td]
  112. [B]Active:[/B] Change all orbs to Wood, Light & Dark orbs.
  113. [br][/br]
  114. [B]Cooldown:[/B] 14 Turns (9 min)
  115. [br][/br]
  116. [B]Awakenings:[/B] :awakening3::awakening21::awakening25::awakening1::awakening19::awakening4::awakening16:
  117. [/td]
  118. [/tr]
  119. [/table]
  120. [B]Doumyou Guardian Genbu, Meimei[/B]
  121. GL Meimei is a usable board changer but nothing great. While she is a tricolor board changer on a low cd, she doesn't have any really great low cd monsters that can chain to her. Liu Bei is an option but his cd isn't too short and doesn't combo the same way as AMeimei does with him. On top of that, GL Meimei's awakenings are rather mediocre, basically just one row, TPA and skill boost. So, while she is usable, she is probably the worst of the bunch.
  122.  
  123. [table=8]
  124. [tr]
  125. [td]
  126. [monster=2567,70][/monster]
  127. [/td][td]
  128. [B]Dragon/Balanced[/B]
  129. [br][/br]
  130. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3938 (4928 w/ +99)[/COLOR]
  131. [br][/br]
  132. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1820 (2315 w/ +99)[/COLOR]
  133. [br][/br]
  134. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 425 (722 w/ +99)[/COLOR]
  135. [/td][td]
  136. [B]Active:[/B] Change all orbs to Wood & Dark orbs.
  137. [br][/br]
  138. [B]Cooldown:[/B] 19 Turns (12 min)
  139. [br][/br]
  140. [B]Awakenings:[/B] :awakening1::awakening3::awakening23::awakening6::awakening16::awakening16::awakening28::awakening10::awakening1:
  141. [/td]
  142. [/tr]
  143. [/table]
  144. [B]Past Life Jade Dragon Caller, Sonia[/B]
  145. Gonia makes a solid board changer sub for herself primarily thanks to her awakenings. Her active is good but, without haste and being a bicolor board changer on a rather long cd, it isn't anything special. Her awakenings, on the other hand, are impressive and better than most of the other board changers. Double rows, double skill boosts, an orb enhance and a skill bind are a great set of awakenings that makes her well worth a sub slot.
  146.  
  147.  
  148. [B][U][SIZE=5]Orb Changer[/SIZE][/U][/B]
  149. [table=8]
  150. [tr]
  151. [td]
  152. [monster=1743,70][/monster]
  153. [/td][td]
  154. [B]Dragon/Attacker[/B]
  155. [br][/br]
  156. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 2625 (3615 w/ +99)[/COLOR]
  157. [br][/br]
  158. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1705 (2200 w/ +99)[/COLOR]
  159. [br][/br]
  160. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 353 (650 w/ +99)[/COLOR]
  161. [/td][td]
  162. [B]Active:[/B] Change Heart & Dark orbs to Wood orbs. Recover 3000 HP.
  163. [br][/br]
  164. [B]Cooldown:[/B] 15 Turns (10 min)
  165. [br][/br]
  166. [B]Awakenings:[/B] :awakening1::awakening3::awakening26::awakening16::awakening4::awakening4::awakening4:
  167. [/td]
  168. [/tr]
  169. [/table]
  170. [B]Restrained Dragon Hero, Liu Bei[/B]
  171. Liu Bei's double orb change is great for making rows but his long cd isn't the best. Gonia does have a rather easy time stalling though so it shouldn't be too hard to stall for Liu Bei if needed. Apart from that, his awakenings are good but not too amazing. His triple TPAs are usually great to have but, with a 6.25x multiplier, they don't pump out a ton of damage. You would need another 5-orb match to utilize the triple TPAs outside of trash mobs and, in that case, you'd be better off making a row and three orb match instead. However, they are still there and do give you something to do when you cannot make a second row. The row, orb enhance and skill boost are also nice to have, giving him good awakenings overall.
  172.  
  173. [table=8]
  174. [tr]
  175. [td]
  176. [monster=2659,70][/monster]
  177. [/td][td]
  178. [B]God/Balanced/Dragon[/B]
  179. [br][/br]
  180. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3745 (3835 w/ +99)[/COLOR]
  181. [br][/br]
  182. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1644 (2139 w/ +99)[/COLOR]
  183. [br][/br]
  184. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 409 (706 w/ +99)[/COLOR]
  185. [/td][td]
  186. [B]Active:[/B] Change Water orbs to Wood orbs, Fire orbs to Heart orbs.
  187. [br][/br]
  188. [B]Cooldown:[/B] 13 Turns (8 min)
  189. [br][/br]
  190. [B]Awakenings:[/B] :awakening1::awakening6::awakening16::awakening28::awakening16::awakening28::awakening10::awakening1::awakening10:
  191. [/td]
  192. [/tr]
  193. [/table]
  194. [B]Brave Vanquishing Deity, Perseus[/B]
  195. Perseus is an amazing sub and key for many end-game dungeons and harder content. His active allows for him to function both as an orb changer and a heartmaker, giving you the option to burst and/or heal. While a single heart match and a few combos are usually enough to heal up most Gonia teams to full, having a heartmaker is great for cases of orb troll while stalling or when your heart orbs get changed. Apart from that, his awakenings are also amazing, especially with his suvo. He now packs double rows, double skill bind resist and double skill boosts. Between him and two Gonia leads, you already have 80% sbr and 2 extra seconds. His awakenings and active make him a great sub for Gonia and something definitely worth rolling for.
  196.  
  197. [table=8]
  198. [tr]
  199. [td]
  200. [monster=2187,70][/monster]
  201. [/td][td]
  202. [B]Machine/Dragon[/B]
  203. [br][/br]
  204. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3339 (4429 w/ +99)[/COLOR]
  205. [br][/br]
  206. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1246 (1741 w/ +99)[/COLOR]
  207. [br][/br]
  208. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 205 (502 w/ +99)[/COLOR]
  209. [/td][td]
  210. [B]Active:[/B] Change top-most row into Wood orbs. Reduces cooldown of other skills by 1 turn.
  211. [br][/br]
  212. [B]Cooldown:[/B] 13 Turns (8 min)
  213. [br][/br]
  214. [B]Awakenings:[/B] :awakening27::awakening27::awakening16::awakening1::awakening1::awakening6:
  215. [/td]
  216. [/tr]
  217. [/table]
  218. [B]Gale CyberDragon, Alnair[/B]
  219. Though Alnair makes only 6 wood orbs at a time, the fact that he guarantees you a row (and Gonia's higher multiplier) and has haste makes him definitely worth mentioning. His low cd essentially makes him a reusable row-making haste. His awakenings are also decent, with double rows, two bind resists and a skill boost. Being unbindable with a bind clear awakening put his unbindability to good use though he is not a heartmaker himself. Overall, he is a solid sub with his insta-row, haste and awakenings.
  220.  
  221. [table=8]
  222. [tr]
  223. [td]
  224. [monster=2741,70][/monster]
  225. [/td][td]
  226. [B]Dragon/Balanced/Machine[/B]
  227. [br][/br]
  228. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3238 (4228 w/ +99)[/COLOR]
  229. [br][/br]
  230. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1412 (1907 w/ +99)[/COLOR]
  231. [br][/br]
  232. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 366 (663 w/ +99)[/COLOR]
  233. [/td][td]
  234. [B]Active:[/B] Change Fire orbs to Wood orbs.
  235. [br][/br]
  236. [B]Cooldown:[/B] 9 Turns (5 min)
  237. [br][/br]
  238. [B]Awakenings:[/B] :awakening4::awakening3::awakening4::awakening3::awakening3:
  239. [/td]
  240. [/tr]
  241. [/table]
  242. [B]Reincarnation ADKZ[/B]
  243. ADKZ reincarnated as a machine dragon thing that is worth mentioning. While in the bigger picture he still isn't a great short cd orb changer, primarily due to his awakenings, he because one of the best farmable subs. Though max leveling him is a huge investment, he is a great sub if you don't have another short cd orb changer. His awakenings are somewhat lacking, particularly when it comes to rows and skill boosts. However, just like Verd, he makes up for his rows with 3 orb enhance awakenings. The lack of skill boosts also sucks but, with a team that stacks them very easily, it isn't a huge loss. The double TPAs aren't too useful seeing how the main focus is rows but they are there if needed. His stats were also immensely buffed, making it so that they no longer are a downside to using him. Overall, while he does face stiff competition from other short cd orb changers, if you don't have those options then ADKZ is an amazing sub that doesn't handicap you.
  244.  
  245. [table=8]
  246. [tr]
  247. [td]
  248. [monster="1242,70"][/monster]
  249. [/td][td]
  250. [B]God/Physical/Dragon[/B]
  251. [br][/br]
  252. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 4118 (5108 w/ +99)[/COLOR]
  253. [br][/br]
  254. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1337 (1832 w/ +99)[/COLOR]
  255. [br][/br]
  256. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 182 (479 w/ +99)[/COLOR]
  257. [/td][td]
  258. [B]Active:[/B] Change Heart & Poison orbs to Wood orbs. Recover 3000 HP. Bind recovery for 2 turn.
  259. [br][/br]
  260. [B]Cooldown:[/B] 12 Turns (6 min)
  261. [br][/br]
  262. [B]Awakenings:[/B] :awakening1::awakening27::awakening16::awakening12::awakening16::awakening27:
  263. [/td]
  264. [/tr]
  265. [/table]
  266. [B]Steadfast Bearded Deity, Guan Yu[/B]
  267. GGY serves as a short cd heartbreaker, helping create more wood orbs to activate Gonia's higher multiplier. He also hits poison orbs, giving him some situational use in addition to his other use. His bind clear, now at two turns, works well with his two bind resist awakenings, making it so that stalling binds becomes a little easier. Apart from that, he brings two skill boosts to the table, helping stack skill boosts for the longer cd board changers, along with one row. Overall, he makes for a solid short cd orb changer for Gonia and helps get you enough orbs to get Gonia's full multiplier.
  268.  
  269. [table=8]
  270. [tr]
  271. [td]
  272. [monster=1969,70][/monster]
  273. [/td][td]
  274. [B]Dragon/God[/B]
  275. [br][/br]
  276. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3300 (4290 w/ +99)[/COLOR]
  277. [br][/br]
  278. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1618 (2113 w/ +99)[/COLOR]
  279. [br][/br]
  280. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 316 (613 w/ +99)[/COLOR]
  281. [/td][td]
  282. [B]Active:[/B] Change Light orbs to Wood orbs, Heart orbs to Light orbs.
  283. [br][/br]
  284. [B]Cooldown:[/B] 12 Turns (7 min)
  285. [br][/br]
  286. [B]Awakenings:[/B] :awakening1::awakening4::awakening16::awakening28::awakening27::awakening27::awakening4:
  287. [/td]
  288. [/tr]
  289. [/table]
  290. [B]Shinra Dragon God Saiga Another[/B]
  291. Gold Saiga's active is pretty good, changing light orbs to wood orbs on a short cd. The heartbreaking part isn't the best, especially when you need to heal while you burst, so that is one downside to his active. His awakenings are great, with two TPAs and a row for offensive purpose as well as a skill bind resist and two bind resists for defensive use. He makes for a solid package thanks to his awakenings, with the only downside being his useless heartbreaking.
  292.  
  293. [table=8]
  294. [tr]
  295. [td]
  296. [monster=2146,70][/monster]
  297. [/td][td]
  298. [B]Dragon/Attacker[/B]
  299. [br][/br]
  300. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3530 (4520 w/ +99)[/COLOR]
  301. [br][/br]
  302. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1690 (2185 w/ +99)[/COLOR]
  303. [br][/br]
  304. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 101 (398 w/ +99)[/COLOR]
  305. [/td][td]
  306. [B]Active:[/B] Randomly spawn 3 Wood & Heart orbs from non Wood & Heart orbs. Reduces cooldown of other skills by 1 turn.
  307. [br][/br]
  308. [B]Cooldown:[/B] 12 Turns (7 min)
  309. [br][/br]
  310. [B]Awakenings:[/B] :awakening28::awakening10::awakening16::awakening10::awakening4::awakening4:
  311. [/td]
  312. [/tr]
  313. [/table]
  314. [B]Fall Wind Jasper Dragon Caller, Kaede[/B]
  315. Kaede's active only spawns three wood orbs, making her not too great of an orb changer, but the low cd haste and the fact that she can fix bad full board changes or be chained to by a heartmaker does work in her favor. Her awakenings are mostly the wrong focus, having only TPAs and no rows, but the skill bind resist is usable for when you need a skill bind immune team. Overall, not a great sub but definitely usable.
  316.  
  317. [table=8]
  318. [tr]
  319. [td]
  320. [monster=891,70][/monster]
  321. [/td][td]
  322. [B]God/Balanced[/B]
  323. [br][/br]
  324. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3090 (4080 w/ +99)[/COLOR]
  325. [br][/br]
  326. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1565 (2060 w/ +99)[/COLOR]
  327. [br][/br]
  328. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 361 (658 w/ +99)[/COLOR]
  329. [/td][td]
  330. [B]Active:[/B] Change Heart & Fire orbs to Wood orbs.
  331. [br][/br]
  332. [B]Cooldown:[/B] 16 Turns (8 min)
  333. [br][/br]
  334. [B]Awakenings:[/B] :awakening4::awakening16::awakening22::awakening1::awakening28:
  335. [/td]
  336. [/tr]
  337. [/table]
  338. [B]Hunt God of the Holy Bow, Artemis[/B]
  339. GL Artemis is overshadowed by her other evolution but Gonia unfortunately cannot use her better form. Not possessing the triple rows her other ultimate has, GL Artemis has mediocre awakenings overall though the skill bind resist is nice. Her active is a rather short cd double orb change and that is basically her one and only strength. She is Liu Bei with a shorter cd and worse awakenings that targets a different orb type.
  340.  
  341.  
  342. [B][U][SIZE=5]Damage Enhancer[/SIZE][/U][/B]
  343. [table=8]
  344. [tr]
  345. [td]
  346. [monster=1682,70][/monster]
  347. [/td][td]
  348. [B]Balanced[/B]
  349. [br][/br]
  350. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 2775 (3765 w/ +99)[/COLOR]
  351. [br][/br]
  352. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1228 (1723 w/ +99)[/COLOR]
  353. [br][/br]
  354. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 362 (659 w/ +99)[/COLOR]
  355. [/td][td]
  356. [B]Active:[/B] Enhance Wood orbs. Reduces cooldown of other skills by 1 turn.
  357. [br][/br]
  358. [B]Cooldown:[/B] 12 Turns (7 min)
  359. [br][/br]
  360. [B]Awakenings:[/B] :awakening3::awakening28::awakening3:
  361. [/td]
  362. [/tr]
  363. [/table]
  364. [B]Ace Archer, Green Arrow[/B]
  365. Green Arrow seems mediocre overall, being a silver collab egg with mediocre stats and only three awakenings. While skill bind resists are great, he only has two orb enhances in addition to that, no rows, TPAs or skill boosts even. However, what makes him worth running is his active. He is a really short cd orb enhancer with haste, which is amazing compared to many other orb enhance actives. So, while his stats are not the best, he brings a skill bind resist and a short cd orb enhance with haste to the table and that really makes him worth considering.
  366.  
  367. [table=8]
  368. [tr]
  369. [td]
  370. [monster=1352,70][/monster]
  371. [/td][td]
  372. [B]Dragon[/B]
  373. [br][/br]
  374. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3140 (4130 w/ +99)[/COLOR]
  375. [br][/br]
  376. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1359 (1854 w/ +99)[/COLOR]
  377. [br][/br]
  378. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 243 (540 w/ +99)[/COLOR]
  379. [/td][td]
  380. [B]Active:[/B] Delay 1 turn to all enemies. Enhance Wood orbs.
  381. [br][/br]
  382. [B]Cooldown:[/B] 16 Turns (8 min)
  383. [br][/br]
  384. [B]Awakenings:[/B] :awakening1::awakening26::awakening16:
  385. [/td]
  386. [/tr]
  387. [/table]
  388. [B]ForestBahn[/B]
  389. ForestBahn is a decent enhancer primarily thanks to his active's delay. In most cases, you probably won't need the delay if you are bursting but, when you won't be able to OHKO, it can come in handy. His awakenings are mediocre, only having one row and skill boost, but they aren't too horrible. Generally, you'd probably only use Bahn when you need the delay.
  390.  
  391. [table=8]
  392. [tr]
  393. [td]
  394. [monster=2088,70][/monster]
  395. [/td][td]
  396. [B]Balanced/Dragon[/B]
  397. [br][/br]
  398. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 2859 (3849 w/ +99)[/COLOR]
  399. [br][/br]
  400. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1328 (1823 w/ +99)[/COLOR]
  401. [br][/br]
  402. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 324 (621 w/ +99)[/COLOR]
  403. [/td][td]
  404. [B]Active:[/B] Delay 1 turn to all enemies. Enhance Wood orbs.
  405. [br][/br]
  406. [B]Cooldown:[/B] 15 Turns (11 min)
  407. [br][/br]
  408. [B]Awakenings:[/B] :awakening16::awakening3::awakening4:
  409. [/td]
  410. [/tr]
  411. [/table]
  412. [B]My Melody & Brachys[/B]
  413. Melody is basically the same as Bahn but with worse HP and awakenings. Her delay can come in handy when you cannot OHKO with your burst but, in most cases, an enhanced burst will be enough. Her awakenings are rather bad, with no rows and only really a skill boost and orb enhance. Generally, you'd only really use Melody when you need the delay.
  414.  
  415. [table=8]
  416. [tr]
  417. [td]
  418. [monster=1096,70][/monster]
  419. [/td][td]
  420. [B]Dragon/Balanced[/B]
  421. [br][/br]
  422. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 2960 (3950 w/ +99)[/COLOR]
  423. [br][/br]
  424. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1512 (2007 w/ +99)[/COLOR]
  425. [br][/br]
  426. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 301 (598 w/ +99)[/COLOR]
  427. [/td][td]
  428. [B]Active:[/B] Inflict ATK x20 Wood damage to all enemies. Wood attribute ATK x1.3 for 2 turns.
  429. [br][/br]
  430. [B]Cooldown:[/B] 30 Turns (8 min)
  431. [br][/br]
  432. [B]Awakenings:[/B] :awakening1::awakening16::awakening1::awakening4:
  433. [/td]
  434. [/tr]
  435. [/table]
  436. [B]Wind Twin Star Fafnir[/B]
  437. Since Fafnir and Canopus are the two most accessible enhancer options, a comparison between them is only natural. Canopus has far superior stats to Fafnir, especially HP, while Fafnir has a second row in place of an auotheal, giving him notably better awakenings. While Canopus does provide a bigger burst with his orb enhance as opposed to Fafnir's 1.3x, Fafnir is on a 4 turn shorter cd, making him much more reusable while also lasting two turns. Generally, Canopus provides better stats and a bigger burst while Fafnir boosts your row count and allows for easy reuse and multi-turn use.
  438.  
  439. [table=8]
  440. [tr]
  441. [td]
  442. [monster=1190,70][/monster]
  443. [/td][td]
  444. [B]Dragon[/B]
  445. [br][/br]
  446. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 2287 (3277 w/ +99)[/COLOR]
  447. [br][/br]
  448. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1254 (1749 w/ +99)[/COLOR]
  449. [br][/br]
  450. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 0 (297 w/ +99)[/COLOR]
  451. [/td][td]
  452. [B]Active:[/B] Dragon type cards ATK x2.5 for 1 turn. Delay 1 turn to all enemies.
  453. [br][/br]
  454. [B]Cooldown:[/B] 21 Turns (11 min)
  455. [br][/br]
  456. [B]Awakenings:[/B] :awakening17::awakening16:
  457. [/td]
  458. [/tr]
  459. [/table]
  460. [B]Ancient Draggie Knight, Zeal[/B]
  461. Draggie. Garbage stats, garbage awakenings, amazing active. Unfortunately, his active isn't so great as to make up for the rest of him. Now that he is easier to farm and has easier skill-ups, he can be used for earlier teams but, outside of that, he really only sees use when you absolutely need the delay.
  462.  
  463. [table=8]
  464. [tr]
  465. [td]
  466. [monster=1206,70][/monster]
  467. [/td][td]
  468. [B]Dragon/God[/B]
  469. [br][/br]
  470. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 4326 (5316 w/ +99)[/COLOR]
  471. [br][/br]
  472. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1602 (2097 w/ +99)[/COLOR]
  473. [br][/br]
  474. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 179 (476 w/ +99)[/COLOR]
  475. [/td][td]
  476. [B]Active:[/B] Deal 30000 Wood damage to all enemies. Enhance Wood orbs.
  477. [br][/br]
  478. [B]Cooldown:[/B] 20 Turns (5 min)
  479. [br][/br]
  480. [B]Awakenings:[/B] :awakening1::awakening16::awakening4::awakening12:
  481. [/td]
  482. [/tr]
  483. [/table]
  484. [B]5 Mechdragon Fusion, God Canopus[/B]
  485. Canopus was basically just the definition of a mediocre enhancer. He has good stats, he enhances orbs and has a row, skill boost and TPA. Outside of serving his purpose once a dungeon, he basically didn't do much but bring a row enhance. However, with his cd buff, he got a bit better now that he is on a ridiculously low cd. You probably won't need to enhance as often as he is up but having the ability to drop an enhancer every couple turns is a noteworthy accomplishment.
  486.  
  487. [table=8]
  488. [tr]
  489. [td]
  490. [monster=1981,70][/monster]
  491. [/td][td]
  492. [B]Dragon/God[/B]
  493. [br][/br]
  494. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 2992 (3982 w/ +99)[/COLOR]
  495. [br][/br]
  496. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1352 (1847 w/ +99)[/COLOR]
  497. [br][/br]
  498. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 95 (392 w/ +99)[/COLOR]
  499. [/td][td]
  500. [B]Active:[/B] Deal ATK x50 Wood damage to all enemies. Wood & Light attribute cards ATK x2 for 2 turns.
  501. [br][/br]
  502. [B]Cooldown:[/B] 20 Turns (14 min)
  503. [br][/br]
  504. [B]Awakenings:[/B] :awakening1::awakening16::awakening2::awakening2::awakening2::awakening2:
  505. [/td]
  506. [/tr]
  507. [/table]
  508. [B]Shinra Sacred Dragon God Saiga[/B]
  509. Silver Saiga has a great two turn 2x enhance but the long cd really hurts his usefulness. While you'll often have enough skill boosts to get him up by the fboss, you'll probably never use him twice in one dungeon. If you only need him once, then that isn't a big deal and he is a great enhancer. His awakenings basically boil down to one row and one skill boost with the resists being situationally useful, so they aren't much but they aren't horrible either.
  510.  
  511. [table=8]
  512. [tr]
  513. [td]
  514. [monster=2670,70][/monster]
  515. [/td][td]
  516. [B]Balanced[/B]
  517. [br][/br]
  518. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 2515 (3505 w/ +99)[/COLOR]
  519. [br][/br]
  520. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1405 (1900 w/ +99)[/COLOR]
  521. [br][/br]
  522. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 348 (645 w/ +99)[/COLOR]
  523. [/td][td]
  524. [B]Active:[/B] ATK 1.3x for 1 turn for every Wood and Dark row on the team.
  525. [br][/br]
  526. [B]Cooldown:[/B] 19 Turns (14 min)
  527. [br][/br]
  528. [B]Awakenings:[/B] :awakening6::awakening27::awakening27::awakening28::awakening16::awakening1:
  529. [/td]
  530. [/tr]
  531. [/table]
  532. [B]Jade Jewel Princess, Cameo[/B]
  533. Cameo is easily the best damage enhancer available to Gonia. Her multiplier is 1 + (0.3 * (# of wood and dark rows)), so you start off with a 3.1x multiplier just between Cameo and your leaders. On top of a good row board, that multiplier basically guarantees you kill whatever you were up against and, with more rows, it becomes even more ridiculous. That should be enough evidence to prove her active is great. Her awakenings are also pretty solid as well, bringing a row for her active as well as two bind resists, a bind clear awakening and a skill bind resist. While her HP is a bit on the low end, overall she is an amazing package and definitely worth using.
  534.  
  535.  
  536. [B][U][SIZE=5]Heartmaker[/SIZE][/U][/B]
  537. [table=8]
  538. [tr]
  539. [td]
  540. [monster=1956,70][/monster]
  541. [/td][td]
  542. [B]Balanced/Devil[/B]
  543. [br][/br]
  544. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3243 (4233 w/ +99)[/COLOR]
  545. [br][/br]
  546. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1656 (2151 w/ +99)[/COLOR]
  547. [br][/br]
  548. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 473 (770 w/ +99)[/COLOR]
  549. [/td][td]
  550. [B]Active:[/B] Change Water orbs to Heart orbs. Enhance Heart and Wood orbs.
  551. [br][/br]
  552. [B]Cooldown:[/B] 9 Turns (5 min)
  553. [br][/br]
  554. [B]Awakenings:[/B] :awakening11::awakening3::awakening4::awakening12::awakening4::awakening16::awakening27::awakening27:
  555. [/td]
  556. [/tr]
  557. [/table]
  558. [B]Awoken Parvati[/B]
  559. While heartmaking is useful for stalling, heartmaking alone (as opposed to a double orb changer like Perseus) isn't too great. AParv does enhance heart and wood orbs though, allowing you to chain a heartbreaker for an entirely enhanced burst, so she can replace a damage enhancer while having a really low cd for reusability. Her awakenings are not the best, being TPA oriented, but the orb enhance, skill boost and unbindable are pretty useful. Overall, she is a damage enhancer that sets up a burst on a really low cd, which is an amazing package.
  560.  
  561. [table=8]
  562. [tr]
  563. [td]
  564. [monster=1080,70][/monster]
  565. [/td][td]
  566. [B]Dragon[/B]
  567. [br][/br]
  568. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 2218 (3208 w/ +99)[/COLOR]
  569. [br][/br]
  570. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 922 (1417 w/ +99)[/COLOR]
  571. [br][/br]
  572. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 372 (669 w/ +99)[/COLOR]
  573. [/td][td]
  574. [B]Active:[/B] Recover 3000 HP. Change Water orbs to Heart orbs.
  575. [br][/br]
  576. [B]Cooldown:[/B] 13 Turns (6 min)
  577. [br][/br]
  578. [B]Awakenings:[/B] :awakening2::awakening2::awakening3::awakening16::awakening3::awakening1::awakening3::awakening1::awakening16:
  579. [/td]
  580. [/tr]
  581. [/table]
  582. [B]Green Sky Fruit, Melon Dragon[/B]
  583. While heartmaking is useful for stalling, heartmaking alone (as opposed to a double orb changer like Perseus) isn't too great. Melon serves primarily as an awakening stick. While you can combo with a heartbreaker, there isn't much reason to not just carry another orb changer instead seeing how Melon doesn't enhance like Parv. His awakenings, however, are far better than Parv's, bringing two rows, two skill boosts and three orb enhances. Generally, you'd be better off running something else but Melon can help boost row counts early game.
  584.  
  585.  
  586. [B][U][SIZE=5]Utility[/SIZE][/U][/B]
  587. [table=8]
  588. [tr]
  589. [td]
  590. [monster=2323,70][/monster]
  591. [/td][td]
  592. [B]Physical/Dragon[/B]
  593. [br][/br]
  594. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 4370 (5060 w/ +99)[/COLOR]
  595. [br][/br]
  596. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1386 (1881 w/ +99)[/COLOR]
  597. [br][/br]
  598. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 298 (595 w/ +99)[/COLOR]
  599. [/td][td]
  600. [B]Active:[/B] 50% damage reduction for 3 turns. Reduces cooldown of other skills by 1 turn.
  601. [br][/br]
  602. [B]Cooldown:[/B] 15 Turns (11 min)
  603. [br][/br]
  604. [B]Awakenings:[/B] :awakening3::awakening4::awakening27::awakening27::awakening16::awakening16::awakening4::awakening10:
  605. [/td][/tr]
  606. [/table]
  607. [B]Awoken Susano no Mikoto[/B]
  608. Nothing much to say here, just use him if you need a shield. He is a solid shield on a good cd and brings haste too. His awakenings are nice, having two bind resists, double TPAs, double skill boosts and an orb enhance.
  609.  
  610. [table=8]
  611. [tr]
  612. [td]
  613. [monster=1535,70][/monster]
  614. [/td]
  615. [td]
  616. [B]Balanced/Devil[/B]
  617. [br][/br]
  618. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3274 (4264 w/ +99)[/COLOR]
  619. [br][/br]
  620. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1611 (2106 w/ +99)[/COLOR]
  621. [br][/br]
  622. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 481 (778 w/ +99)[/COLOR]
  623. [/td][td]
  624. [B]Active:[/B] Recover 30% of max HP. Bind recovery for 3 turns.
  625. [br][/br]
  626. [B]Cooldown:[/B] 9 Turns (7 min)
  627. [br][/br]
  628. [B]Awakenings:[/B] :awakening6::awakening12::awakening27::awakening27::awakening16::awakening1::awakening3:
  629. [/td][/tr][/table]
  630. [B]Awoken Ceres[/B]
  631. If you need bind recovery, ACeres is generally your answer if something like GGY, who has use outside of bind clearing, doesn't suffice. Her awakenings guarantee that she'll get the job done, having two bind resists with a bind clear awakening too, while also packing a row, skill boost and orb enhance.
  632.  
  633. [table=8]
  634. [tr]
  635. [td]
  636. [monster=2257,70][/monster]
  637. [/td]
  638. [td]
  639. [B]God/Dragon[/B]
  640. [br][/br]
  641. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 3600 (4590 w/ +99)[/COLOR]
  642. [br][/br]
  643. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1100 (1595 w/ +99)[/COLOR]
  644. [br][/br]
  645. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 900 (1197 w/ +99)[/COLOR]
  646. [/td][td]
  647. [B]Active:[/B] Recover 50% of max HP. Full bind recovery. Reduces cooldown of other skills by 1 turn.
  648. [br][/br]
  649. [B]Cooldown:[/B] 15 Turns (10 min)
  650. [br][/br]
  651. [B]Awakenings:[/B] :awakening27::awakening27::awakening16::awakening12::awakening12::awakening12::awakening12::awakening12::awakening12:
  652. [/td][/tr][/table]
  653. [B]Light Lance God, Odin Dragon[/B]
  654. Screw this guy. Odin Dragon is a sorry excuse for an MP dragon and is definitely not worth the 300k MP. While his active is amazing by itself, Odin Dragon is really a bad package. His stats are decent across the board, his RCV is nice though. On a somewhat short cd of 10 turns, you have a 50% heal, full bind recovery and haste. Great utility active but that is basically it. His awakenings are the bare minimum for a utility monster, only really having the unbindable. The autoheal is just excessive, it is cool and all but pretty useless. The single skill boost is nice but still lacking for a 300k MP dragon. Overall, you have a utility active on an unbindable monster with decent stats. His awakenings are neither offensive nor really defensive and that makes him a tough sell to Gonia. There are other monsters which can do the bind recover while being more useful overall.
  655.  
  656. [table=8]
  657. [tr]
  658. [td]
  659. [monster=1423,70][/monster]
  660. [/td]
  661. [td]
  662. [B]God/Balanced[/B]
  663. [br][/br]
  664. [COLOR=rgb(0, 0, 205)][B]HP:[/B] 4299 (5289 w/ +99)[/COLOR]
  665. [br][/br]
  666. [COLOR=rgb(255, 0, 0)][B]ATK:[/B] 1303 (1798 w/ +99)[/COLOR]
  667. [br][/br]
  668. [COLOR=rgb(0, 128, 0)][B]RCV:[/B] 548 (845 w/ +99)[/COLOR]
  669. [/td][td]
  670. [B]Active: [/B]Inflict ATK x 50 Light damage to 1 enemy, and drain 15% of the damage you dealt. Bind recovery for 2 turns.
  671. [br][/br]
  672. [B]Cooldown:[/B] 17 Turns (9 min)
  673. [br][/br]
  674. [B]Awakenings:[/B] :awakening16::awakening27::awakening27::awakening16::awakening12::awakening12::awakening12::awakening12:
  675. [/td][/tr][/table]
  676. [B]Shining Lance Wielder, Odin[/B]
  677. GOdin's only real purpose is bind clearing and I really cannot think of many situations where he is worth using over GGY, for example. Both are unbindable with two skill boosts, GGY has more usefulness with his row and orb changing along with a shorter cd while GOdin has no offensive awakenings and has a rather useless heal as opposed to orb changing. So, in most cases you are better of using GGY or Ceres if you have the option.
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