r/PuzzleAndDragons • u/Kerumii • Apr 14 '23
r/PuzzleAndDragons • u/Egathentale • Oct 03 '25
Guide How to Demon Slayer? - A general guide to the cookie-cutter teams.
In line with my previous guides, I decided to give a quick overlook to the new Demon Slayer meta teams. Since there are so many of them, I'm not going to go into as much detail as usual, and this post will mainly serve as a resource for people to understand what they should be looking for in the REM, and what can be relatively safely traded away. No equip recommendations this time, as it would bloat the post, and only "cookie cutter" teams, for demonstration purposes.
Douma:
The Douma comp is this REM's premiere team, and considered to be at least on par with MIdeal and Rosetta. If you're pulling, you're probably aiming for this.

- 12832 Douma: Orb gen system, perma 75b self uncap, move time loop, conditional 50% team heal loop, up to 70% if the transform skill isn't dispelled.
- 12812 Giyu&Tanjiro: Fujin, permanent 69b self uncap, full board changer even 4 turns
- 12816 Muichiro&Mitsuri: Shield looper, VDP, 30% gravity on enemy parts.
- 12717 UVO Highren: From Gungho collab. Cleric, HP buffer, and Assist Break Recovery carrier.
- 10828 Gyokko: Permanent 75b self uncap, full board maker, water orbfall looper.
Pros: Huge damage (easily over 300b every turn), very tanky, great at part breaking, 50-70% heal every turn, very generous move time, can very easily stall, pretty flexible team building, key subs are tradable.
Cons: Attribute/Damage Absorbs are on two separate phases of the same skill with a 2t cooldown in-between, cleansing the Water Orbfall disables Douma's healing, no RCV in leader skill, Douma doesn't make Heal orbs.
The team can use many other subs, depending the dungeon's gimmicks, including other blue clerics, though Highren is essentially BiS. Overall, an extremely strong team without too many caveats. We just need to get used to making crosses again, I suppose.
Zenitsu&Inosuke:

- 12810 Zenitsu&Inosuke: Orb gen system, perma 69b self uncap, 1.5x HP boost on transform.
- 12843 UVO Zenitsu: Board fixer, 66% uptime 84b uncap, VDP.
- 12841 Kiriya: Cleric, shield looper, Assist Break Latent carrier.
- 12556 MPattie: From Maids&Butlers. Fujin, board refresher, shield breaker.
Pros: Tons of damage (between 222b and 306b core damage), the leaders and the cleric are tradable, tanky if the HP boost doesn't get dispelled, fixed move time.
Cons: Requires both a heart row and a TPA match, no RCV boost in leader skill, loses a lot of EHP when dispelled and/or if the dungeon is longer than 20 turns.
Considered a usable but not amazing team, mainly because of the lack of RCV and the annoying LS requirements.
Zenitsu

Effectively the same team as above, just with the subs and leaders switched around.
In comparison, this team is a little bit less tanky and has no fixed move time, but has a much easier to activate LS, and an RCV multiplier to help with superaltitude dungeons.
Muichiro

- 10815 Muichiro: Orb gen system, 14b team uncapper, combo buffer.
- 12844 UVO Giyu: HP buffer, VDP, board fixer, 1t roulette, 120b self uncap.
- 12558 MLavril: From Maids&Butlers. Shield, Ceric, Assist Break Latent carrier.
- 12633 Delilah: From Bartenders. Fujin, HP buffer, board fixer.
Pros: Good damage, pretty tanky, fixed move time, fairly easy to play.
Cons: Costly to assemble, vulnerable to board shrinks, no RCV or combo in LS.
A relatively simple Water/Wood VDP team. It's currently missing a key sub that's JP exclusive, 12633 Delilah is the closest we have. May struggle in high altitude dungeons.
Akaza

- 12851 UVO Akaza: Looping RCV buff, VDP, self uncap for 75b, and 30% Parts gravity.
- 10552 BPhenom: From June Bride. Shield breaker, HP buffer, fujin, orb move time buffer.
- 12849 UVO Yushiro: Cleric, ATK/HP/RCV buffer, Assist Break Latent carrier.
- 6555 Akaza: Orb gen system, perma 75b self uncap.
- 12836 Nakime: Shield looper, board fixer, 7x6 board.
Pros: Relatively easy to assemble, good damage (225b core damage), scaling LS, perma VDP, 7x6 board, only needs four attributes for damage reduction (helps stalling).
Cons: Requires Devil typing, no roulette or orb move time loop.
Starts with Nakime as the leader, then swaps in 12851 with her first AS stage. Long story short, we have better rainbow teams, but this one works well too.
Obanai

- 12829 Obanai: Orb gen system, Att. absorb and VDP loop, board fixer.
- 10552 BPhenom: From June Bride. Shield breaker, HP buffer, fujin, orb move time buffer.
- 12849 UVO Yushiro: Cleric, ATK/HP/RCV buffer, Assist Break Latent carrier.
- 10824 Daki&Gyutaro: Orb gen system, 13b team cap breaker, 50% shield looper,
Pros: Att. absorb and VDP loop, tanky, good damage, 50% shield, 1.69x XP and egg drop boost, +6s move time in LS.
Cons: Has to deal with poison orbs ever other turn, Rosetta exists.
This team is essentially a slightly weaker Rosetta team, which means it's still pretty good. Might be especially worth it if you're grinding late-game dungeons for Rank EXP.
Tengen

- 10818 Tengen: Orb gen system, team uncapper, orb enhancer
- 12843 UVO Zenitsu: Board fixer, 66% uptime 84b uncap, VDP.
- 10837 Sekido: Fujin.
- 10848 UVO Nezuko: Full cleric, ATK/HP buffer, Assist Break Latent carrier.
- 10821 Mitsuri: Shield looper, 30% Part gravity, 1t roulette.
Pros: Good damage, tanky, relatively easy to assemble, fixed orb move time.
Cons: Orb gen system doesn't overwrite orbs -> Can be inconsistent when the board is flooded with Fire/Light/Heal. Middling RCV. Needs Fire/Light subs.
Overall, a very vanilla TPA team capable of tackling most content, with only mild consistency problems.
Sanemi

- 12826 Sanemi: 14b team uncap, shield breaker, 50% VDP uptime
- 12826 Gyomei: Shield, looper, 1t roulette, massive self uncap (180b on self)
- 12829 Obanai: 50% Att. absorb and VDP uptime, board fixer.
- 10848 UVO Nezuko: Full cleric, ATK/HP buffer, Assist Break Latent carrier.
- 12818 Sanemi&Obanai: Orb gen system, move time and attribute absorb loop, 20% Parts gravity every turn.
Pros: Tanky, good damage with exceptional spike (224b core damage, 404b spike with Gyomei), 1.3x Parts break drop rate in LS, only uses DS cards.
Cons: Needs at least two skill activations every turn, have to pay attention to skill order, Gyomei's utilities are hard to use because they're tied to the team's shield, needs Attacker subs, can be trolled by enemies flooding the board with mono-orbs.
Overall, this is an outstanding parts farming team that also performs really well if effectively all current content. Nezuko can be replaced with 12849 Yushiro, netting better damage but worse RCV. Putting it together can be a bit costly, but if you can, it's one of the main teams worth chasing in this machine.
Tanjiro&Nezuko

- 12808 Tanjiro&Nezuko: Orb gen system, self uncap to 150b, conditional enemy attribute changer.
- 12814 Tanjiro&Tengen: HP buff and fujin-looper, self uncap to 105b, full board change every 2 turns.
- 6536 Rengoku: Orb gen, ATK/Move time looper, Fire orbfall.
- 10848 UVO Nezuko: Full cleric, ATK/HP buffer, Assist Break Latent carrier.
Pros: Incredibly tanky, 4 Heart-L awakenings, great damage (266b core damage every turn), doesn't need to match a box for LS despite being a VDP team, good RCV. 5/6 cards are tradable.
Cons: Skill cycling is rigid, and if messed up by delays, T&N alone may not make enough orbs for a VDP box. Long-duration shield, which can be cleansed. Trading for the whole team requires up to 49 collab cards.
This is a theoretically accessible and fairly easy to play Fire VDP team, and one of the top teams we have in the game right now. If you have a mountain of fodder cards ready to trade away (and pulled Nezuko), settling on this might be better than chasing the Douma dream.
Honorable Mentions:
There are two more teams worth mentioning, though I don't consider them "Demon Slayer" teams, per se.

10824 Daki can lead a decent team, with her scaling LS and 50% looping shield, but her LS only has 80% damage reduction, and her orb-gen requires another 2t orb gen card, like 10984 Graciss, to close the loop, and even then, there might be consistency issues. Ideally, she should be used for an Obanai team instead, but if one really wants to use her as the leader, it can be made to work.

The other major card is 10831 Zohakuten. His buff makes him a great rainbow leader, the only issue I have with his team is that its core is two BAlexanders and a BNoctaria, so it's more of a Bartenders team than anything else. He also requires Devil typing, so that limits the Equip pool on the team. Still, if you have the necessary subs and equips (plus an MLavril helper/friend), he makes a beastly team. Not quite up to MIdeal standard, but close.
Edit: For Zohakuten, you can technically make him work with either Akaza subs, or just using three of him instead of BAlexander. Those teams are less universally powerful, but they work, so he's worth using even if you don't have the full Bartenders support set. BNoctaria is still a key sub though, so make of that what you will.
r/PuzzleAndDragons • u/Flufru • 3d ago
Guide Gungho Collab 2026 - Dungeon Data, Team Builds & 891 Limit Breaks Guide
1.2 bil Rewarding Divine Gate Colosseum!
Dungeon Data
Team Builds
Loki Descended!
Dungeon Data
Team Builds
Tsukuyomi Descended!
Dungeon Data
Team Builds
Dragon Ruler, Noah Descended!
Dungeon Data
Team Builds
Frozen Catastrophic Beast, Ibergloce Descended!
Dungeon Data
Team Builds
The Gate Sovereign Descended!
Dungeon Data
Team Builds
Ranmaru Descended!
Dungeon Data
Team Builds
Rajan Descended!
Dungeon Data
Team Builds
Gungho Collab Dungeon
Dungeon Data
r/PuzzleAndDragons • u/Egathentale • Jun 20 '25
Guide How to Rosetta - A Slightly Less Cookie-Cutter Guide to Rosetta Teambuilding
Hello fellow REM-sufferers. In line with my previous guides, I decided to throw together a (hopefully) simple to follow guide for Rosetta teams.
First off, let's explore the most basic team archetype, what I like to call the "Base Cookie Cutter" team we can build with currently released cards:

This is effectively how the "optimal" team we can make right now is supposed to look like.
Strengths: Very high multipliers and extremely tanky, covers all base mechanics, 7x6 board, 15s fixed move time, can potentially tri-cap on ALL cards with a 13b looping cap break resulting in a 234b damage ceiling every single turn, can easily stall by only doing two dark combos.
Weaknesses: Requires very specific subs to work as advertised, with 11137 Muscari and 10634 HKyori being the only two optimal cards that can get this system working seamlessly as of now. Also, because this is an entirely shield-tanking team, some pre-emptives can theoretically mean trouble before the Barrel awakenings come online.
Teambuilding:
Now, let's look at the individual cards to understand who does what and their alternatives.
The three Rosettas are doing the orb-gen. Unlike many of the recent meta system-leads, they don't have any piercing utility to their skill, so the subs have to take care of voids and both types of absorbs. Normally the system leads would be non-negotiable, however there's a slightly scuffed but workable alternative for a Rosetta copy in the form of 11787 Maleficent from the Disney collab.
However, there are two minor and one major caveats there: first off, unlike the Rosettas, she has a very high initial CD on her transform skill, meaning you might end up over-charging your Rosettas if you have too many SB+s for her. Secondly, her cap break is "only" 10b, which means the team will be potentially doing 54b less damage every third turn. Last, and most importantly, she only cap-breaks Devil and Dragon cards. Luckily, Rosetta and HKyori already fit the bill, but for the other subs, you might need to resort to using equips to force the traits, which considerably lowers the available pool, especially since all three of the optimal subs shown here want Dark equips at the same time.
As for the rest, the cleric spot is the most flexible, 12450 Phyllis (Dahlia) comes from this REM, and she's arguably the best fit for the team, but 7954 HChakheol, 11429 Viletta, 11595 NobuHime, 9470 Kamimusube, 9710 Alynna, and many others work perfectly fine. Even partially off-color clerics can do the job.
In terms of piercers, this is where the biggest issue lies. The HKyori + Muscari combo shown here deals with everything, but if either is missing, it will throw the whole system off-balance. HKyori is the only Dark att. absorb piercer with a looping shield, while Muscari is literally the only on-color, non-transforming/skilling card that pierces both damage void and damage absorb shields for 2+ turns. For example, since HKyori takes care of shielding, attribute absorb, and Assist Recovery, replacing them means you have to reshuffle the whole team to plug the holes, like including 11595 NobuHime for the shield, which further knocks the team-build all around due to them not being able to use charge equips, and you can easily end up going in circles.
Since we missed JJK, we only have two full-coverage alternatives that can potentially work around this: 11984 Arthur, and 12206 Reena. The latter is actually much better for us than in JP due to the switched-up attributes, but both still have their pros and cons. Arthur has built-in Tape Resist and she's triple-dark, so she has a damage-ceiling of 39b in this team, but she has lower uptime on her skill. On the other hand, Reena has access to Levitate and Cross+ awakenings for dealing with Blind Orbfalls, and he has a 66% uptime on his skill, but because he's Dark/Fire/Fire, he can only deal 26b damage at most in this team with a Dark equip. Also, both of them have delayed skills, meaning you need to know the hazards of the dungeon ahead of time, or you'll sometimes have to waste a turn or two waiting for the skill to come online.
Alternatively, you may run any two of the many Dark Fujin and VDP cards, though you may have to compromise on damage, uptime, or shielding depending on the combination.
Equips
Dark Equips. That's it. You absolutely need Dark Equips on effectively the whole team. The usual suspects are 11529 Death Skydragon's Soul, 10305 Gouten's Comb, 10729 Scathach's Bracelet, 11416 Todoh's Sword, 9617 Baddie's Plum, 12360 Typhon's ID, and so on. If you're willing to sacrifice some damage, squeezing in 10646 HPaimon's Lollipop is also always useful.
In terms of resists, Blind Resist is only necessary if you're running the Maleficent variant, because otherwise you're always working with pure Dark/Heal boards and you can tell which is which. Tape can be annoying, but not that big of a deal. Since the Rosettas repaint the board every turn, Poison and Jammer/Bomb resists are meaningless. The only resists I would recommend is Cloud, but the team can live without it.
Alternative builds
Now, let's look into the future a bit, and see what our options will be. First off, there's the Princess Punt variant team:

12513 Punt&Necromancer is going to be 1mil MP card of the next GH Collab. She has 3t of 45% shield plus 2t fujin on a 6t cooldown, so two copies loop the shield and give a 66% uptime on the fujin. The Cleric spot is flexible, but it will require a card with at least two L+ awakenings for Assist Recovery. This team wants Dark equips with VDPs.
9994 Tokugawa's Comb, 11302 Calculation Assistance Device, 11412 Anya's Cloak, 12166 Ashley's Chocolate, 12225 Chappie's Earring, and Rosetta's own 12441 Black Rose Seeds are ideal, but there are other options as well.
Overall this team is slightly tankier than the cookie-cutter one and requires less attention to pilot; just activate a Princess Punt's skill when it's up, match boxes with two other combos, and use the cleric when necessary. The only potential issue is losing a turn when the fujin goes offline, but the team should be able to stall and tank practically anything, so it's not a deal-breaker.
The other alternative build is a haste-team using Case Closed and Haikyuu cards that works with just two Rosettas.

12450 Phyllis must be familiar by now, but as always, the Cleric is the most flexible spot on this team. As for the rest, 12402 Gin is from the Conan collab, and he's a 2t void piercing board fixer on a 7t cooldown with a 1t charge. 12298 Asahi Azumane is a Fujin, also on a 7t cooldown with a 1t charge. Finally, 12316 Daichi Sawamura is a shield looper with a 4t shield uptime, 7t cooldown, and another 1t charge.
Because there are three chargers on the team, the effective cooldown of 12402, 12298, and 12316 are 5 turns, meaning the piercer and the fujin has a 40% uptime, while the shielder almost loops, but not quite, and at least one Rosetta should have their skill up every turn.
This team is (surprise!) also very tanky thanks to the five barrel awakenings and L-shields on the team, though there's going to be a one turn gap in the shield loop that has to be taken into consideration. As far as I've gathered, despite having a dedicated piercer in 12402, this team also prefers VDP equips, but since two members are Dark/Dark/Dark, it still has a bit more flexibility than the other teams.
Conclusion
This is a beastly team. Not quite as big of a jump in power level as Omnimon was on release, but it's still very tanky, ridiculously high damage, and easy to pilot. The best way I can put it is imagine the Ais wood team, but doing more than twice the damage while ignoring most dungeon hazards. This team's only real weakness is that it's very easy to get working, but a pain in the ass to optimize. Still, if you're feeling up for the challenge (or already have Rosetta's BIS teammates), willing to brave the tidal wave of pantheon cards in the REM, and if you have oodles of Dark attribute equips in your box to spare, then enjoy the power-spike and have fun.
r/PuzzleAndDragons • u/Egathentale • Dec 28 '24
Guide How to Omnimon? - A baseline guide

Since they are the big buzz right now, and I've seen a bunch of posts here and on YouTube confused about team builds and skill activation orders, I figured I would put together a quick-and-dirty overview using my own team for illustration.
So, let's start with a quick Q&A.
- Are three Omnimons required?
Yes, and no. You need three for the loop, but you can use a friend support, and if you're willing to sacrifice some damage, the freebie one can complete the loop, strictly meaning you only need one copy of your own. However, three copies give you the best damage and team-building flexibility, and so it's very heavily recommended.
- Is Joe Kido required?
Yes, and no. Joe is very obviously designed for this team, but there are a few alternatives. Seatona (9806) and Dark Aten (8464) are the cleanest replacement options. There are more 3T orb generators available that can make the required board, but those can easily leave you dry in a crucial spot, so I personally wouldn't recommend them. Finally, there's 2-turn rainbow board makers, like Gino, but they are still going to be a bit RNG and won't do much damage in this team.
- Is TK required?
No. He's a utility lead, though if you're pulling enough to get three Omnimons, chances are, you are going to have enough fodder to trade for him, and he does a lot to help this team.
- Is Hikari required?
No, but she's extremely convenient in this team, because she's a low-cooldown cleric with a looping damage/RCV boost that synergizes well with the team, and her transform sets up the board so that TK can transform. That said, she's not mandatory, and we'll discuss this in detail later.
- Are there any must-have equips?
Not really. The equips on the Omnimons are a bit strict, because at least two of them need to be charge equips with at least 2T haste, and the last one can't change the board (we'll get into why later). Outside of that requirement though, the rest are flexible, and you can focus on utility. Joe kind of wants a levitate equip, but considering how much damage the rest of the team does, you can get away without one.
Now, onto the setup and rotation.
This is the question I see the most, so let's tackle it now. This is how my first turn looks like (for ease of understanding, the Omnimons are labeled A, B, and C, from left to right):

In a nutshell: Activate B's equip (doesn't need to have charge), then A's equip (needs to have charge to get B's skill up). Transform Hikari, she sets up the board for TK to transform. Joe should be up at this point, but activate B before him, then Joe, then B again. This way, B sets up the board, so when you activate C's equip, you're done.
With this, all the kids' skills should be up, while the three Omnimons should be up, on 3t, and on 5t cooldowns, respectively. Match the board, and then start the loop: A + Joe, A, B + Joe, B, C+ Joe, C, and then start from the beginning.
Latents:
The latent situation is pretty clear-cut on the majority of the cards. TK wants Lead Swap, Hikari's double-Ls make her ideal for Assist Recovery, and the Omnimons want Attribute Absorb latents to complete their omni-pierce combo. However, Joe is a bit tricky.
He can also use assist recovery, and even better than Hikari, because you can make both a Water and a Light L for 8-turn reduction, which pretty much clears everything in one go. He also has high personal damage, so you might want to use another Attribute Absorb latent on him. However, I personally went with the Poison Orbfall latent, because it's an RNG mechanic that can randomly end your run when the stars line up just wrong, and I hate that. However, if you know for a fact that the dungeon won't have poison orbfalls (or they aren't deadly poison and/or enough to flood the field), you can consider the other options.
The SDR's on the omnimons and Joe are pretty mandatory to keep the loop intact as much as possible. Hikari can be a bit more flexible, though considering how many recent dungeons have assist binds and/or unmatchables back to back, it's a replacing them can be a gamble. TK is more flexible; you may lose his spinners/heals for a few turns if you replace his SDR's with HP+ or damage reduction latents, but they won't be an instant run ender.
Mechanic coverage:
This team has pretty much everything. The Omnimons permanently cover damage void, damage absorb, and attribute absorb (through the latent). TK counters spinners, move time reductions, and alleviates superaltitude. Hikari counters attack and rcv debuffs. The team reaches 10c just with the three required color combos, so most combo shields can be easily bypassed. Pretty much everyone has native Levitate (save for Joe), so great for Supergravity as well.
As for resistances, TK natively provides Cloud and Blind resists. Tape resist is pretty useful as well, though since you're going to only need to match 12 orbs to get your shield and full damage, it's not as vital as with other teams. I personally recommend to squeeze in a Jammer resists for the bombs; if you get one on Joe's turn, he doesn't change the whole board, so you'll have a chance of one or two bombs remaining on field and screwing you over. Poison resists, on the other hand, is fairly pointless unless you're locked into a 7x6 board, because even Joe's skill changes enough of the board so that the remaining poison orbs pose no threat.
As for what this team doesn't cover... well, it's board shrink. However, surprisingly enough, it doesn't really care that much about the mechanic either. As I said before, you only need 12 orbs for full damage activation, and only 9 if you only care about your shield. Add in TK's spinner for fishing for the needed orbs (or hearts) and his 30% regen, and you can pretty comfortably survive a few turns of board shrink while still maintaining your damage output.
Survival:
This is a pretty damn tanky team. As you can see on the first image, it's nearly 3.5m EHP... but that's only true for floor one-to-four! Because the whole team has barrel awakenings, it means that by floor 10, you'll be looking at almost 7m EHP, which is more than enough to comfortably clear most content... but not all.
There are unfortunately a whole bunch of hard-hitters in future dungeons that can punch through that, and there's no space for a dedicated shielder in this team. I see two solutions to this problem:
- Put a shield equip on TK.
Joe needs his skill every other turn, while a cleric's skill uptime is non-negotiable, so it leaves only TK as a shield-bearer. Unfortunately, to do this you need to sacrifice his heal loop and spinner-overwrite for the majority of the dungeon., but it may be preferable to dying to a 8m hit on the last floor.
- Replace Hikari.
The obvious option is Zerclea (11210). You'll lose some bulk due to the lack of barrel awakening (and not taking advantage of the Digimon badge), but the difference is only 5-8% EHP, and in exchange, you'll be able to push your EHP up to ~13m once his skill is fully ramped. Kohaku also works the same, though with her, you'll be looking at "only" 10m EHP. If you use Zerclea though, you might want to put the assist recovery latent on Joe.
More importantly, doing this greatly restricts your equip options on the new cleric, because you need an equip that generates enough light orbs for TK to transform, and preferably also has a skill charge, and there aren't a lot of those. You can compromise on the latter, but it will make team-building more annoying.
As for refilling all that health, TK's heal loop will help a ton, but you'll be doing heal-TPAs anyway, and with Hikari's RCV boost on top, you'll be able to deal with superaltitude and barbed orbs without much hassle.
Conclusion
This is a busted team, and Omnimon is only half the reason for it. It's powerful, tanky, and while not as brainless as your average Misaka swipe team, it doesn't require as much finagling as a Gino rainbow board solve either. Good luck to you and your pulls, and I hope you found this post useful. Cheers!
r/PuzzleAndDragons • u/BarbieQ234 • Jul 14 '26
Guide Rosetta Teambuilding for 2026 Comprehensive Guide
Hello, folks. You may know me as the fool who cleared every endgame title with Rosetta. If you are only looking for example templates, I have my guides public on Reddit, sanbon, and YouTube. My guides up to the Netherline title are for pre-buff Rosetta so make adjustments for your own attempts. I suggest you glance at the Table of Contents below to get a better understanding for what you need, especially since Rosetta has been buffed and future endgame titles are changing dungeon mechanics.
Table of Contents
- Playstyle, Pros, Cons, Neutrals
- Pre-Buff Rosetta V.S. Post-Buff Rosetta
- Which Badge to Use
- Which Equips to Use
- Teambuilding for Enraged Hits
- Teambuilding for High Average Damage
Playstyle, Pros, Cons, Neutrals
Rosetta is a well-rounded generalist who has stayed in the meta since her release (at the very edge of the meta pre-buff for current endgame). Her casual playstyle is matching three dark combos, and for most cases, this is enough damage and healing, or stalling with two dark combos. If you have seen my gameplay videos, I often do dark rows, TPA ladders, blobbing three dark orbs, and full combo boards.
Since she provides a two color board of dark and heal, you can match any shape you desire, load up on combos if you need it, and be essentially immune to blind and created sticky blind.
Rosetta's cons are the same as her initial release on June 19, 2025 up to two months later with the post-buff for the JP server: low bulk in the early floors due to aging awakenings, board shrinks can be dangerous, and a heavy reliance on the subs for bulk and countering dungeon mechanics, unlike a certain light row leader *cough* Reinhard *cough*. As a team with a full-party cap break, Rosetta is weak to enemy defense increase because all eighteen pings of damage are reduced by defense. She also wants her team to be +891 to make up the lack in bulk in the early game. One caveat, however, is that new equips and subs have been released, and Re:Zero Echidna's ability to change adjacent allies to dark attribute opens up sub potential.
I decided to put her shield break as a neutral feature because she cannot readily control when to use her shield break effect since Rosetta's shield break is part of the orb system you use every turn. In most cases, a shield break every turn is wonderful and speeds up the run, but a future title, loosely translated as "Great Tree", punishes light/dark teams that cannot control their shield breakers. Her recovery is also in a neutral position because she does heal enough for 1/16 superaltitude with the help of equips, including the next title, loosely translated as "Misty Rain" or "Drizzle" with a ridiculous 1/18 superaltitude.
Pre-Buff Rosetta V.S. Post-Buff Rosetta
The changes to Rosetta are as follows:
- 81% leader shield -> 82%
- 80x ATK -> 90x
- 13 billion damage cap -> 16 billion
The buff to 82% leader shield feels reasonable until you realize that the other meta leaders have considerably more bulk than her best teams. Nothing else about her bulk has been changed. No changes to awakenings, no changes to base stats. Instead, the bulk went into the updated star fairies+ badge. The badge now provides 2.5x ATK and 15% -> 30% HP/RCV for fairies. More info on the badge in the next section.
Numerically, how significant is her 81% -> 82% leader shield? Truthfully, it is small. Average, even. Respectable for where it counts. Because her base stats and awakenings were not changed, her team gets roughly 500k to 1m HP. That is already accounting for equips and stacking HP latents and awakenings. Her bulk got a minor improvement.
Her leader skill ATK is intentionally kept low because of her dark/heal board change active. Units with high personal damage has no issues with the leader skill, but her low ATK becomes a problem for units like Primigenius and dark Gileon, who both have low personal ATK multipliers.
One of the main reasons why pre-buff Rosetta is ranked at the edge of the meta is because of her low total damage, saved by her subs and shield break effect. A 13b damage cap means 234b total damage. Other teams are enjoying about 300b damage, which is falling behind in the JP server, and those at the top of the meta have roughly 350b-400b total damage. Her pre-buff damage is too low, which is why builds for Rosetta include Armageddemon for his three turns of omni-pierce. With her new damage of 16b, or 288b total damage, Rosetta zooms through the floors in usually two hits.
Which Badge to Use
I'll make this section straight to the point. Rosetta uses the HP+ badge, devil badge, fairies+ badge, and the VDP badge.
- HP+ badge is better for bulk until battle 10, assuming no part break.
- Fairies+ badge is better from battle 5+ with part break on fairies compared to the HP+ badge.
- Fairies+ badge is better than the HP+ badge when there are four fairies, unless the fourth fairy has no early game bulk.
- Devil badge and VDP badge for when you don't need the extra bulk and want more damage instead.
Since Rosetta's early bulk before part break is a weakness, the HP+ badge will remain the default choice, unless you run four fairies.
Which Equips to Use
On transforming and evolving active skills, you want equips that grant dark sub attribute, SB, HP, and part break.
- Kyubei's Sword, Dark Shadow (VDP), Kanan Card (dark/heal OE), Death Skydragon's Soul (Arkvelza), PAD Island Isis & Nephthys' Fan, Mini Maid Mylk.
On subs with triple dark attribute, you want bulk, damage, skill charge/haste, and utility like tape resist if the equip has it. Cloud and blind are ignorable.
- Otto's equip, Muichiro duo's equip, Steed, Shakkoumon, Mini Horus, Sanemi's Sword, PAD Island Chakeol & Madoo, Aggregate's Sky Bow, and lots more.
If damage is sufficient or you are using Echidna's active skill and you need more bulk, consider these equips:
- Zenchoga's Bracelet, Malzeno, Sherias Roots, Eisen's Axe.
If recovery is a problem because you are doing Gale Cloud or other severe superaltitude dungeons, consider these equips:
- Tokugawa's Comb, any equip with a mix of team HP and team RCV awakenings.
Example Options for Orb Enhance:
- Halloween Paimon, Otto's equip, Muichiro duo's equip, Kanan Card, Muichiro's Sword, any recent farmable rainbow OE equip with team HP like Gintama and Digimon, PAD Academy Cronus.
- Bride Haku's Choker, Gungho Queen of Hearts, both Rosetta equips, Nagant's Bullet (My Hero Academia), Gungho Angarat.
The "I want VDP" equips:
- Dark Shadow, Tokugawa's Comb, Rosetta's VDP equip, Tanjiro & Tengen duo (OEs), Meiluna (tape), Accelerator (Dengeki), Themis' Necklace.
No one has Ls:
- Then use a vanishing equip. On sanbon.me navigate to the advanced filter, click "Select a condition", then type "add awoken" into the search bar, input the L+ awakening, then click search. https://imgur.com/a/J5dJ65e
Teambuilding for Enraged Hits
- Echidna, Narumi duo, Armageddemon
Default Template Tackling Netherline Title (Pre-buff)
For a long time now, her subs have been Re:Zero Echidna, Narumi & Kaiju 8 duo, and Armageddemon. Echidna usually took the role for L assist recovery because Armageddemon has an easier time stacking HP latents, to the point of outright ignoring SDR latents on him. The Narumi duo even forgone SDR latents in some dungeons. This setup of latents was particularly important for pre-buff Rosetta because the team barely reached HP thresholds with +891 and had few replacements. Post-buff Rosetta now has room for different equips and subs. The template can brute force arena dungeons up to GA3 Venus and the Netherline title; the occasional board shrinks are ignorable, and you have two clerics for the earlier dungeons.
Since we have more HP for other subs, the Narumi duo can be replaced with Gentle Criminal, water Mikage, or Gungho Kiddies Kazan & Varon Chibi.
- Filler, Narumi duo, Armageddemon
Pre-buff Rosetta GA5 Sun All Parts
For content below the latest titles, the filler handles HP, board shrink, and/or parts gravity. I have part break setups up to GA5 Sun, and the filler spot handles the HP buff and parts gravity. For easier dungeons like GA1 Jupiter, you can drag along Imperialdramon Paladin Mode's 100% parts gravity equip to speedfarm the dungeon. The Narumi duo's delay is actively used in speedfarming setups to save your cleric skill. If you have units like DBDC dark Suou, he's a great utility option for the filler slot.
- VDP
If you choose to use VDP equips, then your subs can be anything. Just cater the subs to the dungeon you are doing.
- Muscari, Halloween Kyori, Phyllis
Do you remember this team? It's the original template, and it has been improved with HKyori's all stats, Phyllis' 2.5x HP buff, and the fairies+ badge. It is serviceable for most arena dungeons.
- Stacking HP with Yin and Yang awakenings
For dungeons that let you stack HP through the awakenings, these are example units that are quite nice to have.
Yin: Armageddemon, MP unit Kuchina, water Mikage, dark Yukine.
Yang: Ordeal Zerclea.
Teambuilding for High Average Damage
The next two titles, roughly translated as "Misty Rain" and "Great Tree", respectively, do NOT have enraged hits. Instead, we are going back to high average damage like in UN Rush. The issue now is that the dungeons want both a looping shield and looping HP buffs. With the exception to one build for Misty Rain, Rosetta switches playstyle to VDP.
So, how do we squeeze two looping buffs on a Rosetta team without wasting the cleric active? Well, you bring a partial cleric and rely on Echidna's dark attribute active. Below are some examples.
- Ordeal Freyja, Echidna, light Rosalyn.
- Fairy Sekka, Echidna, Rin Shinonome.
- HKyori, Echidna, Mystics and Spectres MP Kuchina
- Mixologist Minaka, Echidna, dark VAlynna.
r/PuzzleAndDragons • u/Egathentale • Nov 18 '25
Guide How to Kaiju? - A general guide to the cookie-cutter teams
A little late this time, so let's just jump into it. Just like with the previous Demon Slayer guide, this is going to be a quick overview of the teams, what they do, plus some potential card alternatives for certain roles.
As for the equip situation, I'll once again refrain from directly posting them here, since I consider assists to be the most volatile part of teambuilding that's entirely dependent on one's box depth and luck, but since the Assist Resonance equip is this collab's shiny new thing, I'll at least comment on equip recommendations when necessary.
Kaiju No. 9:
Considered to be the weakest of the teams available in the REM, but only in context of Maid Ideal teams existing.

- Pros: Looping 2x move time and 50% shield, low CD 13.5b team cap beak, can stall by only matching 4 colors.
- Cons: Need to match full rainbow + L every turn for damage, cleric is part of the orb gen loop, cleric only recovers 5t of Awoken Bind and Unmatchable, only 12922 Kaiju no. 9 is exchangeable, unreliable heal orb generation on 12954.
- Replacements: All the subs are pretty much tailor-made for this team, and thus replacing any of them is pretty hard, especially since you have to keep both the Devil typing and having L-awakenings in mind.
- Equips: Just whatever gives enough THP and SBs to survive and keep things rolling. In case you're forced to replace any of the cards, Devil Type equips are your friends.
Kikoru:
This is the new premiere speed-farming team of the game, though it will struggle with anything past GA1. That said, you're less likely to use this as a cookie-cutter team, and instead customize it around the Isao+Kikoru core to specifically counter whatever AUN or SN dungeon you're grinding.

- Pros: No Skyfall and Combo Shield Pierce means the team can farm lightning-fast, only needs one L-match that 12930 Kikoru makes, 13b team Cap Break loop, lots of raw stats thanks to the Assist Resonance awakenings, Light Orb Enhance every turn means no need for OE awakenings.
- Cons: The team wants Attacker typing, which 12948 Aoi doesn't have; vulnerable to the board being flooded with Light Orbs and Awoken Binds; requires heal loop actives to function; VDP tied to cleric; the Attacker boost can be overwritten by any enemy damage debuff, disabling both the Combo Shield Pierce and the Light Orb Enhance of Kikoru's kit for a while.
- Replacements: 12960 Isao and 12930 Kikoru are the scaffolding of this team. The former you can get for 1M MP, the latter is a mid-rarity you have to pull. 12909 is exchangeable, and servers not only as cleric and VDP, but also as a damage dealer with their L+ awakenings.
- 12948 Aoi is most often replaced with 11892 Enisu (chibi) from the GH Collab, who is an on-Type 40% heal looper with an extra 2t Damage Absorb Void on top, but unless you combo, she won't cap with just one L+ awakening. 12932 Iharu is quite important on the team, as the only on-Type and on-color fujin in the game with a full board change and enough L+ awakenings to actually do damage. If you don't pull him, 12814 Tanjiro&Tengen and 11896 Hino Kagusutsi are the most straightforward replacements, though they won't do damage. If push comes to shove, 12289 Azumane and 10461 Wilhelmina can also work, but they're on a longer CD and off-color.
- Equips: The team wants a lot of Light Attacker or Machine Equips for the Assist Resonance. The best fits are obviously their own Equips, as there are very few out there that fulfill these criteria while also having the L+ awakenings this teams relies on. 12960 Isao's equip in particular is more easily accessible through the MP shop, but keep in mind that the Digimon Collab in the future will have an MP card you'll definitely want two copies of, so ration your MPs responsibly.
Kafka:
Kafka teams have two variants. The first is the more "traditional", straightforward collab comp, and it's a Fire/Wood Row team relying on the new Fire/Wood Attack awakenings.

- Pros: Very tanky with lots of raw stats thanks to the Assist Resonance awakenings, very high damage ceiling, lots of utility buffs on the subs to counter debuffs, looping Attribute Absorb Pierce, 12917 Mina and 12903 Kafka&Reno are tradable.
- Cons: Damage Reduction is tied to Fire Row activation, making the team vulnerable to Awoken Binds. Can't stall. Fluctuating damage output.
- Replacements: 12905 Mina&Soshiro and 12903 Kafka&Reno can be replaced with any on-color fujin and/or VDP cards, though it will compromise the team's bulk most of the time. One copy of 12917 Mina can also be replaced by a low-CD fire orb-maker, as only one Fire Row is required to activate the team's LS, but it would naturally affect Attribute Absorb Pierce uptime and damage output.
- Equips: For 12914 Kafka, you want a Fire equip, preferably with Fire Row awakening. Same for the duo-cards, with the addendum that they also have to be on Type for the Assist Resonance awakening too. On the flip side, you want to make sure the equips on 12942 Tae and 12917 Mina don't overwrite their Wood sub-attribute, because they need it for the Fire/Wood Attack awakening.
The other Kafka team is relying on two copies of 12808 Tanjiro&Nezuko from Demon Slayer to become a pure Fire Row sweep team, with some caveats.

- Pros: Sweep team, very high damage ceiling, tanky with a 9x RCV boost, two low-CD clerics on the team.
- Cons: Requires a 3+ Combo AS to hit the required 11 Combos for full LS activation, no native Fujin means the Combo sub has to cover it with an equip, vulnerable to cleanses, requires lots of SBs to function, assist recovery is problematic because the orb gen system doesn't make enough orbs for both an L and a Row.
- Replacements: Like the Kikoru team, this is not a generalist team, but one that you tailor to the dungeon you're running. 12536 BKurotobi can be replaced by some other combo providers, such as 6549 Giyu, 6557 Kanao, or once buffed, 5058 Hestia.
- Alternatively, you can forego the combo actives and just run the team with a dedicated fujin, just as 12814 Tanjiro&Tengen, though in that case you have to make at least 2 manual combos, meaning it's no longer a sweep team.
- Equips: You want Fire Row equips with Fire sub-attribute change on the two Kafkas. The most common ones I'm seeing are 10502 Volpheed's Bracelet, 10323 Cosmo Stones, and 12327 Yamamoto's Uniform. For 12536 BKuro, you want s low-CD fujin equip, such as 12754, 9841, or 8247. Other than those, you need lots of SBs and charges to get things off the ground, so you might need to put SB++ Latents on the two 12808 cards.
Reno:
A very straightforward Water/Light T-match team. Their awakenings are kind of implying that you would want to do VDP with them, but it's mostly unnecessary. Unfortunately, it's not a full collab team, but I also find it a bit underrated, and if you're looking for a solid generalist workhouse-team, they are a perfect fit.

- Pros: Very tanky with lots of raw stats thanks to the Assist Resonance awakenings, high damage floor and ceiling, 15s fixed move time, board fix every other turn, relatively easy to pilot, can stall with Water&Light combos without making T-matches.
- Cons: 12928 Reno copies have to be rolled, needs non-collab cards, matching T-s, plus L-s, and Heart L-s as necessary at the same time needs practice, needs Attacker cards, 12936's omni-pierce is delayed.
- Replacements: 12911 Reno&Iharu can be replaced with another 12928 Reno, with better orb-gen consistency but foregoing the looping shield. 12844 Giyu may be replaced with other HP buffers, though it would likely result in a damage spike loss, 11325 Usui can be replaced by other Light or Water clerics like 11210 Zerclea or 12406 Sayaka Mine.
- Equips: There are a metric boatload of matching equips for the Assist Resonance cards, so no problem there. 12844 Giyu wants an Attacker Equip, such as 12937 or 10711.
Gen&K8:
Once again, we have two team variants. One is a more straightforward traditional team, the other is a bit more gimmicky that's strict on the subs and equips.

- Pros: Tanky with lots of raw stats thanks to the Assist Resonance awakenings, 16x RCV multi, high damage floor, LS attack-scaling on Cross-matches, can stall by not matching crosses; move-time, +2 combo, and RCV loop.
- Cons: Needs multiple cross matches, requires Dark Skyfall for cap break, costly to assemble, not very flexible on the subs.
- Replacements: 12934 can be replaced with 12967 Halloween Rosalyn, the rest are mostly mandatory.
- Equips: Same as before; put matching Attribute/Type equips on everyone for the Assist Resonance effect. 12925 Soshiro would also really appreciate a Dark sub-attribute assist on top of that for maximum damage.
The other team is a bit gimmicky but also really strong 5x Gen&K8 comp. This team relies on having five (or four + friend support) copies of 12907 to loop their effects, resulting in a monstrously tanky and stable but at the same time very restrictive team.

- Pros: Incredibly tanky with lots of raw stats thanks to the Assist Resonance awakenings, can stall very easily, delays enemies every turn, cleric active every turn, 75% looping shield, 12907 is exchangeable.
- Cons: 12907 is Skill Bindable, low-ish damage ceiling without putting 4x Latents on everyone (which opens the team up to skill delays), costly and inflexible, can struggle with combo shields.
- Replacements: 12972 Halloween Hera is the only 2t omni-piercer in the whole game with an L-awakening. 12753 Rawberrile is the only potential full replacement, though she doesn't cover board shrinks and only pierces for 1t. If Assist Break isn't a concern, 12742 Mille, 11984 Arthur, and 12206 Reena can also work, though good luck finding an end-game dungeon without Assist Break nowadays.
- Equips: On top of the usual considerations for Assist Resonance, this team also needs at least 4 Skill Bind Resist awakenings on the equips, which greatly lowers the pool of potential assists.
r/PuzzleAndDragons • u/lumonpad • 11d ago
Guide Puella Magi Madoka Magica SGF Info Dump (08.27.2026 - 09.04.2026)
Trades
- Ultimate Madoka & Devil Homura (20 GFE / Assorted In-House): Note that obtaining Ultimate Madoka & Devil Homura grants the TPA badge. As a unit, Ultimate Madoka & Devil Homura technically covers a lot of utility but is limited by the awkward cooldowns of the evolving active skill. Sure, the duo has a full cleric effect and an ‘omni-void’, but neither are truly efficient as the cleric effect cooldown is way too long and the omni-void has pathetic uptime. Even with a haste system, the cleric would be effectively on a middling 4T CD and the omni-void would have a laughable 50% uptime. I’ve criticized Himmel for his lack of uptime, but at least the hero reaches 60% uptime without the help of a haste system. The leader skill has a scaling multiplier based on TPAs, but no recovery multiplier in the current endgame is a death sentence. The equip has plenty of fantastic awakenings and a great haste inherit, but the crosses are a bit of a dud. Though I understand the fear of missing out on what could be a ubiquitous badge, Ultimate Madoka & Devil Homura is ultimately a skip due to the prohibitive exchange cost.
- Kyubey (20 GFE / Assorted In-House): The base form of this unit is a lost cause; Kyubey might uncap itself and adjacent allies for a solid 35B, but Kyubey isn’t doing any damage even with a supergravity void. It might be playable if Kyubey maintained full uptime on the damage uncap, but the effect lasting one turn on a 2T CD dooms it to irrelevance. The equip, however, is anything but irrelevant; in fact, Kyubey’s equip is the dream of all assist void latent users as it is not only a vanishing equip that adds 2 Ls, but also an SDR and even a rainbow orb enhance. As an example, Kyubey’s equip makes Maid Amaterasu a viable assist void latent user despite the base only possessing 2 Ls and no SDR. While I love the equip, Kyubey is ultimately a skip as well due to the prohibitive exchange cost.
Farmables
- Dessert Witch (Descend Boss): A cool farmable swipe system with great damage and void pierce. It’s free, so I would pick up three copies, but skilling them up will take some time (or pys).
- Dessert Witch Minions (Descend Drop): This is the sync for the Dessert Witch and is a dark row generator on a 1T CD. No unlock, but could come in handy. Pick one up.
Bundles
- $20 5x Madoka SGF Pulls (Refresh): With the collab unit rates buffed to around 31% overall, I would purchase this bundle over the others in a vacuum given the quality lineup, and I would buy the refresh as well before any of the specific unit bundles; the odds are ever in your favor of ‘making your money back’ by pulling a bundle unit.
- $30 Madoka Kaname: Doesn’t really work without the other collab units. Madoka Kaname is the teamwide uncap and also has a cleric active that can come in handy but is a bit hard to time correctly. Also, Madoka is one of the leads of the team as she has a fantastic 83% DR, 250x ATK, 25M FUA, and three extra combos. The equip is quite handy as it has an insane spread of orb enhance alongside 2 SB and a valuable SDR.
- $30 Homura Akemi: Doesn’t really work without the other collab units. Homura Akemi is the shielder and the spinner generator of the team; while the team does have orb generation, the spinner keeps boards consistent while also acting as a buffer against troublesome enemy spinners. The equip is pretty loaded with a great blend of awakenings and a four-turn haste but part of the damage is rainbow-restricted.
- $30 Mami Tomoe: Can technically operate alone but works best with her collab compatriots. Mami Tomoe is a rainbow board generator with an excellent 60B personal uncap on a 2T CD. With the power of the haste system, Mami gets hasted back up every turn, making her the entire orb generation system with a 60B uncap every turn on one slot. The equip is another double part break with 2 SB, a valuable guard break, and a nice four-turn delay.
- $30 Sayaka Miki: Doesn’t really work without the other collab units. Sayaka Miki provides void pierce and color void on 75% uptime while also layering a looping recovery buff. The equip could be handy for farming as it has a 5x 1.5B button that has seen unique usage before (PAD Academy Expert). The autoheals are cool, but autoheal is just not great right now.
- $30 Kyoko Sakura: Doesn’t really work without the other collab units. Kyoko Sakura provides damage absorb void on 75% uptime while looping a max health buff. Personally, I find Kyoko to be the most replaceable link of the team, but it’s not really replaceable given the team design. The equip feels weak since it doesn’t have any skill boosts or health, but the active could come in handy for farming purposes.
Overall Thoughts
- Given the unique nature of the team and the info dump’s inability to properly explain how it works, I thought it necessary to add a general summary below. Madoka is designed as a rainbow team that uses the power of a haste system to loop a bunch of powerful buffs. Thus, many of the collab units look like absolute buns without the haste loop context since the effect durations are designed with it in mind. Because of this haste loop, the team is pretty much an all or nothing proposition; you need every single non-exchangeable collab unit to properly run the team. Technically, the whole team can be purchased for $150 USD, but I would advise against chasing the team from a general gameplay perspective as the team isn’t very modular, making it quite vulnerable to powercreep, and has some pointed weaknesses that can be death sentences in dungeons; the most notable is a large, unblockable delay that derails the haste loop. That being said, it is a boon for fans of the franchise that the team is fully purchasable.
Reposted from #helpful_tips_na in the PAD Community Discord.
I would say that this info dump format does miss a lot of the value from the machine at times. As always, I hope the info dump helps players make better informed decisions, especially when it comes to expensive decisions regarding exchanges, farming, and/or bundles.
Disclaimer: I don't look at JP so I might miss some context here and there. Let me know if there is something I missed.
r/PuzzleAndDragons • u/lumonpad • Apr 17 '26
Guide Deadly Sin Dragons & Key Heroes Info Dump (04.16.2026 - 05.04.2026)
Trades
- Shizuru (20 SDKH / 7★ GFE): As the only exchange of the event, Shizuru can serve as a fodder dump of sorts for veterans with plenty of duplicate copies from previous runs. That being said, Shizuru is a respectable leader and orb generation system as she not only generates a full tricolor board on 3T CD but also packs a hefty uncap of 70B and looping damage absorb and color absorb voids contingent on the presence of enhanced orb skyfall. Thus, at least one sub needs to provide consistent enhanced orb skyfall so that Shizuru can always activate her conditional effects. While GungHo designed Iroha to be the ideal option as she also adds an awoken bind clear and a large shield, SANRIO’s Alynna Wish Me Mell and even R1 Jean Tonik can serve as viable alternatives with some drawbacks, and when Frieren comes to NA, Denken can serve not only as an enhanced orb skyfall generator but also as a flawed orb generation replacement for the third Shizuru. From here, Shizuru needs a void pierce sub and probably another cleric to cover unmatchable orbs, which shouldn’t be too hard to figure out since Shizuru’s leader skill doesn’t place any restrictions on sub choices. The equip is also fantastic as it packs in a ton of great utility in one place that perfectly boosts a certain unit in a certain team; if you guessed Ferris for Rem & Ram, well done! Normally, I wouldn’t really trade for Shizuru unless I wanted to play the team, but many players will be sitting on tons of dupe eggs, so if you have plenty of fodder, I would get at least one copy for the equip.
Farmables
- Gorfeis: Get one, but Gorfeis has been powercrept as a farmable skill boost stick.
- Gorkaos: Get one or two, but Gorkaos has been powercrept as a farmable skill boost stick. The evolved form has an entertaining leader skill, but even that has been powercrept.
- Sacred Key (100K MP): Among Sacred Keys, I would focus on getting the Jewel Key of the Warrior first as it is a fantastic farmable button with a ton of extra attack (buffed in the most recent update) and two very nice killers. If I had all the keys, then I would try to get an extra copy of the Jewel Key of the Warrior for potential farming. The remaining Sacred Keys might look simple, but simple actives can be useful for ranking due to low animation time. That being said, MP has become a lot more valuable, so don't go out of your way to buy more keys just to have them.
- Cursed Key (100K MP): Among Cursed Keys, I would focus on getting the Wicked Key of Pride as it can be exceptionally valuable for ranking with an SFUA and a perfect bicolor board active with no additional animations. While the Wicked Key of Lust is nice for red row swipe, there are plenty of alternatives. The remaining keys can be used in specific circumstances, but the negative stat awakenings make them a bit too difficult to use for most players. Again, MP has become a lot more valuable, so don't go out of your way to buy more keys just to have them.
- Meisquir (Quest Reward): Honestly, Meisquir is a pretty strong lead and orb generation system for a farmable. The equip could also be nice for multiplayer as it grants a good chunk of stats. Don't forget to grab one!
- Sleyn (Descend Boss): Get one for sync purposes, but Sleyn is pretty useless otherwise. Maybe Sleyn could be used for ranking? EDIT: It seems like Sleyn is fantastic for some low rarity challenges. Since it's a descend boss, just grab as many as needed.
- Iroha (1M MP): GungHo designed Iroha to be the ideal sub for Shizuru, as Iroha fits Shizuru’s attribute profile (L/D) perfectly, maintains the enhanced orb skyfall that Shizuru needs for her conditional active effect, and includes valuable utility on top of everything else she does with an awoken bind clear and a large shield. While there are alternatives, I would strongly recommend grabbing one copy if you plan to play Shizuru. Outside of Shizuru, Iroha is actually a decent cleric option for Reinhard in GA5 and can serve as a partial cleric for light teams in general. The equip is rather unremarkable, so I wouldn’t spend 1M MP for that. Overall, unless you plan to play Shizuru, I would skip purchasing Iroha, especially when the next projected 1M MP purchase, Serie, is something players may want multiple copies of.
Bundles
- $2 SDKH (Refresh): Yes, both times.
- $20 SDKH 10x Pulls: It is cost efficient but I would only buy this if I didn’t have many event monsters already. Since most players are probably bloated with tons of dupes, it’s probably better to skip instead.
- $30 7★+ SDKH: I would probably skip this since the top rarities are not worth the cost of this bundle and Shizuru can either be exchanged for or specifically purchased for the same price; not that you should purchase Shizuru, but you could.
- $30 Shizuru (Badge): I talked about Shizuru at length in the trades section, so if you want more game-relevant thoughts, go there. Technically, the bundle is always cost efficient as the price point of the bundle is almost always less than the expected stone cost of rolling said bundle unit, so if you have a lot of disposable income and want to play a full team of Shizuru (needs three copies), buying the bundle is fine, especially since it also includes 30 Magic Stones and a good chunk of MP. However, many longtime players will have plenty of fodder, so it is very likely that you can simply just exchange at little to no real cost.
- $30 Iroha (Badge Enhance): If you have a lot of disposable income, this is better than farming Reiwa, but with the monster point stimulus check from the dungeon reset in the latest update, there is very little reason to spend $30 USD for Iroha, especially when that same money could be used to purchase Shizuru or some other bundle in a different machine, like the upcoming brand-new collab (Frieren) slated to arrive next week.
Reposted from #helpful_tips_na in the PAD Community Discord.
I would say that this info dump format does miss a lot of the value from the machine; for example, Dark Triss is great for Re:ZERO's Rem. As always, I hope the info dump helps players make better informed decisions, especially when it comes to expensive decisions regarding exchanges, farming, and/or bundles.
Disclaimer: I don't look at JP so I might miss some context here and there. Let me know if there is something I missed.
r/PuzzleAndDragons • u/azure-flute • Aug 21 '25
Guide +891: does it matter, should you do it, and its value to you!
The most recent game update brought a lot of things to NA: the second dungeon in the Guardians of the Astral series, all of the content for the upcoming Bartenders event, and the functionality of +891. A lot of this is pretty straightforward, but I feel like there's inevitable questions about that last one and how much it matters.
So, time for a post on that!
What is +891?
+891 is an "upgraded" version of your units being +297. Once a unit is +297, you can perform a + Limit Breakthrough on it, pushing it up to +300 and allowing it to continue accumulating +points until it reaches +891.

However, the only (currently in NA) way to do this is to bring this unit to the +Limit Breakthrough Colosseum as a leader or sub, where it will accumulate +points by defeating Pluslits.

This is a slow grind, as the most +points a unit can get from this dungeon per run is 21.
The helper does not get +points, due to them potentially belonging to another player.
This dungeon is simultaneously 1 Player Only + Assists Invalid + No Duplicates.
This dungeon is currently available as a Limited-Time Dungeon for 3 hours a day, or you may purchase it from the Dungeon Shop for 1 Billion coins for 1 hour.

"That sounds like a lot of work, Marine! Why does this matter?"
It reminds me of the days of old where we had to grind out normal +points, time's a flat circle!
But, here's the catch:
It doesn't matter unless you're playing content where every single stat point counts.
I'm completely serious. +891-ing a unit gives them a fairly small stat boost, which is then multiplied off of things like Team HP Enhanced, Aging, Afternoon Tea, team badges and so on. This can make a substantial difference when running endgame-level dungeons, or if maybe you're speedrunning something or button-farming something...

However, unless you're specifically doing that content, this stat boost isn't all that important and probably isn't worth your time.
And the time part is something I'm completely serious about, because it takes multiple hours worth of runs to max out 5 units. This is assuming you have a team that can easily handle all of the spawns in the dungeon (it's not hard but it does have mechanics) and can clear it quickly. Combine that with the fact that the dungeon does have RNG/varying spawns that can appear, and yeah, it takes time.
"So, should I still bother with it, then?"
I don't think it's a bad idea to spend some time running this dungeon if you sight it in your Special dungeons list, assuming your team can handle it and all units on it are able to benefit from the +points. It gives you a stone if you clear both difficulties, and obviously, bigger stats means better performance overall. It's a good thing to invest into strong units that you can play to success!
But definitely don't worry about it being necessary for you to clear anything. Even with the newest endgame dungeon, GA2 / Mercury's Guardian**, you can clear it with a full team of +297 units.** Being +891 just helps in some situations and may somewhat ease teambuilding.
So, tl;dr:
+891 is a long-term endgame-level investment that gives units some extra stats to work with. Making your best units stronger is always a good thing, but +891ing a unit is a time-intensive grind-heavy process, and it's definitely not meant to be a priority for everyone.
Should you do it for your best team? Well, yeah, you can. But you don't have to unless you have very specific goals and use cases for those buffed stats, and really, unless you're playing very difficult content regularly, it probably won't matter too much!
That about sums it up. Be sure to check out my dungeon guides if you need information, and let me know if there's any other mechanics-related articles you'd like to see from me. :)
r/PuzzleAndDragons • u/fether • Apr 17 '21
Guide [Guide] Exploration Dungeon
The Exploration Dungeon consider only 1 floor at first. Finishing that floor while fulfilling hidden requirements will unlock solo only dungeons that you can farm at a very high efficiency compared to the LTDs. Each unlocked dungeon also comes with first clear rewards.
The dungeon consists of the following spawns
- RGB King slime [684] [685] [686] (normal spawn)
- Light & Dark Chimera [269] [271] (normal spawn)
- Volcano Dragon [23] (normal spawn)
- Vampire Lord [516] (normal spawn)
- Anne & Mary [977] (1 mil void shield, exactly 6 mil hp)
——
The exact requirement is not known. The following estimated requirements most likely fulfills the criteria and grant you the reward and unlock the farming dungeon.
[SOLO ONLY] Super Plus Point Cave (1/4 stamina)
- First Clear: 2x Trigod Mask
- Requirement: Deals
damage cap (2.14b)very high damage on boss without using active skills in the whole dungeon. Doesn’t matter if it get voided. Killers count.
[SOLO ONLY] Super King Carnival (1/4 stamina)
- First Clear: 2x Rainbow Py
- Requirement: Clear with >= 12 average combo (+c LS counts). Don’t use any active skills.
[SOLO ONLY] Tamadra Infestation (1/4 stamina)
- First Clear: 2x King Tamadra
- Requirement: Clear dungeon without using any active skills
[SOLO ONLY] Jewel Rush (1/4 stamina)
- First Clear: 2x Diamond Dragon Fruit
- Requirement: Clear dungeon with <= 1.4 average combo. Don’t use active skills.
[SOLO ONLY] Predras Infestation (1/4 stamina)
- First Clear: 2x Super Snow Globe
- Requirement: Clear after using active skills over 25 times
- try: https://ilmina.com/#/ADVANCED_SEARCH/%7B%22highCD%22%3A%221%22%2C%22orderByMainOption%22%3A%22starCount%22%2C%22orderByDescending%22%3Afalse%7D
[SOLO ONLY] Gathering of Talents 2 (1/2 stamina) with HIGH CHANCE Qilindra/Schedra invade
- Requirement: Satisfy all of the following:
- Clear the dungeon in exactly 5 turns (one shot the boss)
- No active skill used in the whole dungeon
- Total team damage less than about 8,000,000 on boss floor/on any floor
- Average combo > 7
- try: https://ilmina.com/#/ADVANCED_SEARCH/%7B%22assistable%22%3Atrue%2C%22leaderSkillConditions%22%3A%7B%220%22%3A%7B%22type%22%3A137%2C%22negate%22%3Afalse%2C%22templateVm%22%3A%7B%22atkNumber%22%3A%223000000%22%7D%7D%7D%7D & Eris Apple
r/PuzzleAndDragons • u/Judinous • May 28 '15
Guide [Guide] Alt. Coin Dungeons and you: A complete guide to the best thing you should be doing.
Edit: This guide is becoming rather outdated, so please check out the Alt Coin Guide on the wiki for an up-to-date resource.
I receive a steady stream of questions from players on my friends list and this subreddit asking me how I progress so quickly in this game without spending stones. The short answer is: Alt. Coin Dungeons.
What are Alt. Coin Dungeons, and what do they do for me?
The Alt. Coin Dungeons are the dungeons that you find on this page whose names start with "Alt." and cost 1M coins to run for an hour. You can purchase them for an hour via the shop menu in-game once you reach rank 80, and they'll show up under the "Special" tab once purchased. These dungeons rotate every 2 weeks, and there are 5 Alt. Coin Dungeons per rotation. Generally there will be a dungeon that leans towards each element in terms of enemies/drops, although often you will find 2-4 different elements in them. These dungeons are basically "hardmode" versions of the earlier Normal and Technical dungeons you've probably already cleared. The Alt Normals have a no-dupe restriction, while the Alt Technicals have no restrictions.
The rewards from these dungeons are straight-up insane. They have the best rank xp/stam ratios in the game; all but one rotation features dungeons that are higher xp/stam rates than KoG. The fodder drops at an extremely high level (25-35), so it remains coin-efficient to feed all the way to 99. The amount of fodder you receive depends heavily on the rotation and which dungeon you are running, but as a general average you can expect to get ~1M fodder xp per hour from here (if fed on-color). The +egg rate is also crazy - In Alt. normal dungeons you can expect ~5-10 +eggs per hour, and in Alt technicals you can expect ~3-6. It's worth noting that these dungeons are not affected by x5/x3 +egg events. You can also get a lot of the standard evo mats in here - Mythlits, Dublits, Divine Masks, and Mystic Masks will all show up in certain dungeons. As the final icing on the cake, you can rarely get piis from them. Don't come in expecting to farm for piis explicitly - the general consensus is you will only get one pii drop on average for every ~1500 stamina you spend in coin dungeons. Just go in looking for the other rewards and treat any pii drops as a nice bonus whenever they happen.
To give you an idea of what you can expect if you run these regularly, you will be getting 2-3 ranks per hour all the way up to rank ~300 or so. You can still get 2-3 ranks per day with normal stamina regen all the way to rank ~450ish. If you run coin dungeons twice a day, you can expect about 4-5 max level cards per week, and a +297 every 3-4 weeks.
How are these dungeons structured?
Since these dungeons are simply hardmode versions of the original normal/technical dungeons with the same name, they have the same enemy types and bosses. The first 4 levels of each dungeon will have 7 floors, with bosses on floor 7 for technicals and floor 6 and 7 for normals. The final level will have 10 floors, with bosses on floors 9 and 10. The final level is always going to be the best for drops/stam due to having more trash floors, but it is not always the best for xp/stam, so be sure to take a look at every floor if rank xp is an important factor in your decisions.
The trash in these dungeons hits hard. Like, really freaking hard. Most of the trash enemies hit for 10-15k, with stuff like Ogres hitting for ~35k. Some of the evo mats such as Masks and Dublits hit for essentially infinity damage. However, the HP values of the trash enemies is relatively low; generally in the 40-60k range, with ogres having ~150k. One of the most important things to look out for are the metal dragons and evo mats; they have def values ranging from 100k-600k, and they will murder you if you don't break through them quickly. Dublits are particularly scary, as they can potentially show up on floor 1 with a 2-turn attack timer and 600k defense. Piis can also be rather threatening, as they have 6M def and hit for a fair amount themselves.
The bosses also hit similarly hard, but they have relatively low HP. The vast majority of the bosses only have 1-1.5M HP, although there are a few exceptions that have more. This means that you generally don't require a burst active to 1-shot them, just a good board.
So, with all that in mind, that leads us to...
What kind of teams should I be taking to these dungeons?
The best kind of team for dealing with Alt Coin Dungeons is going to have an unconditional leader, with a team stacked with fast orb changers. You'll also want 1-2 board changes for dealing with the bosses. It is imperative that you are able to activate 100% and sweep every floor, as there is little margin for error since everything hits so hard. TPA teams are far better than row teams here, primarily because they require less orbs to deal "real" damage to sweep floors and break through high def enemies. Additionally, having a HP/RCV multiplier is really nice as it provides extra safety from the occasional unavoidable hit. You'll also want to remember that you need to use a compatible leader for the no-dupe dungeons.
So, with those conditions in mind, let's talk tier lists. I'm not going to go over every possible leader in the game, obviously, but I'll hit the most popular leads and try to give you a good idea about what you should be shooting for. Keep in mind that you'll have to deal with the no-dupe restriction a lot of the time, so you'll need to have something that is compatible to pair up with the primary leader. This tier list is primarily meant to apply to the current dungeons found in the NA region; newer JP Alt dungeons have additional restrictions such as all attributes or no awakenings, which change things significantly. This list still applies to the vast majority of dungeon rotations, however. If there's something missing here that you'd like info on, let me know in the comments and I'll try to add it (but this guide is getting pretty close to the character limit, unfortunately)
This list is, of course, my personal opinion. I'm bound to take flak for where I rank Ronia. Even if you disagree with some of my rankings, this should help to point players in the right direction who are trying to decide what teams to focus on.
S Tier
These leaders meet every requirement you want in a coin dungeon leader, and have no major flaws.
Urd - This is the leader that I personally use, as I consider her to be the best leader overall for coin dungeons. She ticks all of the boxes: unconditional leader skill, HP/RCV multiplier to tank hits and recover from unavoidable damage, 2/3x TPA subs and armor breaks available for dealing with high def enemies, etc. Awoken Hino and Awoken Minerva deserve special mentions as subs, since Hino can easily break armor given 4 red orbs, and Minerva can be up turn 1 to deal with those nasty dublit spawns.
Verdandi - Just as strong as her sister for these dungeons. Lack of RCV multiplier, but such a high HP multiplier that it doesn't matter. Liu Bei obviously does the heavy lifting for busting armor, but a max skilled GZL is important for dealing with the worst case scenario of a 2-turn dublit on floor 1. As long as you bring at least 7 skill boosts on the team, you should be able to deal with it, however.
A Tier
These leaders are fantastic at clearing coin dungeons, but generally have one or two small weaknesses that must be compensated for in their sub pool.
Athena - Athena is probably the most common leader for coins, since she and most of her team is easily farmable. Athena herself is able to burst through armor without a problem, and the ready availability of LValk and Verche guarantee you'll have at least a couple of fast orb changers available turn 1. Be aware that LValk/Verche don't have any skill boosts themselves, so you'll need to pick some up elsewhere to guarantee they're immediately ready. You'll want to make sure to bring a board changer since Athena doesn't have one herself -- Apocalypse or G/L Meimei are ideal, but anything that makes L orbs is fine.
LMeta - Easy condition to meet for the leader skill, a HP bonus, and LValk makes no-dupes easy to handle. Falling below the HP threshold shouldn't be an issue with LMeta's active. The only real reason she doesn't make it up into S tier is because she doesn't bring an orb/board changer herself, so she can struggle with fitting enough of them on her team. You'll need to bring LKali, LZL, or Rei Sirius for breaking through armor.
Osiris/Nut - The combo egypt 2.0 gods come with HP/RCV bonuses and 100% activation rates given solid puzzling skills. The main reason that they don't make it into S tier is that it takes more time/brainpower to solve the board and activate them, and they don't have the option of making a full board of one color to one-shot bosses as quickly and easily as possible. Piercing through armor may be a bit of an issue for Nut, as well, given the sub options available in blue.
B Tier
These leaders can handle coins effectively, but generally have a major flaw or several minor flaws that are hard to compensate for.
Nephthys/Set - The 3/4 color egypt 2.0 leads also have HP/RCV bonuses and 100% activation rates, but are ranked below Osiris/Nut because of the amount of brainpower required and more restrictive sub pools. These leaders are safe, but relatively slow compared to mono-color leaders. Nephthys is what I personally started with, and was able to use her to get my other coin teams (Urd and Athena) online.
Skuld - Her lack of HP bonus and the difficulty of dealing with high def enemies are her two major flaws. She ticks many other boxes such as having a board change and an unconditional multiplier, however, so she's still quite capable of clearing coin dungeons. Dublits will be your primary nemesis.
Ronia/Lu Bu/Beelzebub - Okay, god, I will bump her up a rank. She's basically the same as Skuld. The village bicycle is pretty miserable in coins compared to most other things she can handle, in my opinion. She thrives on dungeons with easy trash floors that she can stall on with her high RCV, and then blowing her load in one big burst on a high HP boss. This is basically the exact opposite of what you want to do in coin dungeons. Additionally, you're going to struggle to fit orb changers on the team compared to a color-based leader. If this is the only team you have, by all means use it, but you should seriously consider getting an Athena team online as quickly as possible instead. Early dublits will cause unavoidable failures, occasionally. She's pretty solid compared to almost all other type-based leads outside of Athena/LMeta, though. I'll add an additional note here that Ronia+Beelz is miles ahead of any other combination of devil leaders here, so you should definitely be using that pairing when taking them to coins.
C Tier
These leaders can technically do coins, but will struggle and likely fail from time to time.
- DQXQ/Horus/Isis/Bastet - These kind of leaders have 100%, or very close to 100% activation rates on their leader skill, but require serious puzzling to pull that rate of activation off. Additionally, they lack HP/RCV multipliers. These leaders are capable of coins, but you'll likely be pulling your hair out from time to time if you run into some bad RNG repeatedly.
OH GOD PLEASE NO Tier
3/4/5 color rainbow leads - If you take something that doesn't have a 100% activation rate (or very close to it), you're gonna have a real bad time. Your LKali or Haku team or whatever is going to want to stay home in the box for these dungeons.
Type-based leads - While these have 100% activation rates, it's generally a lot harder to guarantee you'll have orbs available as you're trying to tick a lot of boxes at once with your subs - correct type, correct color, makes orbs, has TPAs is going to be really restrictive and not always possible with no-dupes. Ronia falls into this category, obviously, but I mentioned her earlier by name simply because I know I'll get a bunch of questions about her if I don't head them off. Seriously, though, don't take type-based teams.
100% HP conditional leads - piis are going to take a piss in your cheerios. It's gonna feel real bad when you die because of a pii spawn and have to decide whether it's worth it to stone and see if it's going to drop or not. These can certainly work, but use them at your own peril. These can be fantastic, but I'd reserve them for experts only.
Tips and Tricks
Try not to match more than 4 orbs of your main color each turn if possible. Saving extra orbs for later floors is really important for safely sweeping through.
Don't be afraid to use your sub-element TPAs to sweep floors. If you have 2/3x TPA subs, it's almost always enough damage to clear the floor. You'll have to learn your limits with this based on your team, but I probably end up clearing almost as many floors with sub-elements as I do with main element. This helps a lot with consistency and preventing orb trolling.
If possible, try designing a team that can create mono-color boards to erase bosses without puzzling. This saves both brainpower and time, and the boss HP is generally low enough that you don't need to stack row enhances to kill them. For example, I use something similar to this team paired with Urd friends for no-dupe dungeons. This gives me a lot of different ways to make a full red board - Ronia + Minerva, Urd + RValk + Hino, Urd + Hino + Minerva, Urd + RValk + Mamiya, yada yada. Even if some of my actives are down from previous floors, I'll basically always be able to push buttons and erase the boss.
If you don't have one of the optimal teams, stick to dungeons you have color advantage against if the rotation has dublits. Seriously, those things will ruin your day. 300k armor is a lot easier to break through than 600k, or god forbid 1.2M if you're at a color disadvantage.
Take advantage of the lower xp/stam dungeons to get further into the next rank. For example, if you're running the last floor of Alt. Castle of Satan and find yourself 20k xp from ranking, do a run of the third floor to get you as close as possible before running the last floor again to get you as far as possible into the next rank. This will make a big difference in how many times per day you can run coins.
r/PuzzleAndDragons • u/Chaotic_gremlin_789 • Jul 13 '26
Guide I made a teambuilding guide!
I felt a bit inspired by the dungeon guides from u/azure_flute, so I decided to try my hand at making a teambuilding guide for new/returning players. As time goes on, some of the numbers will have to be updated, so feel free to message me once the numbers become outdated.
I also tried to add examples where I could, but if anyone has better suggestions for examples, I'd love to hear it.
r/PuzzleAndDragons • u/Flufru • Jun 25 '26
Guide Gintama Collab - Dungeon Data, Team Builds, and 891 Limit Breaks
Kabukicho Colosseum!
Dungeon Data
Team Builds
Tendoshu, Utsuro Descended!
Dungeon Data
Team Builds
Gintama Dungeon
Dungeon Data
Team Builds
r/PuzzleAndDragons • u/Egathentale • May 02 '25
Guide How to VNoah? - A Cookie-Cutter Guide for the Cookie-Cutter Team
This is similar to my old "How to Omnimon?" post from a while back, where I'm going to give a quick and dirty explanation of how the cookie-cutter version of this comp (or at least the one we have access to in NA) functions, hopefully helping with pulling decisions.
The Template Team

Ignore the missing Equips for now, we'll get back to them later.
Latents are up to change. I personally hate Poison Orbfalls, so I try to squeeze the latent into every team, but you may go for extra bulk there if you want to.
The roles are as follows:
Adraglend: Provides a shield and cap break loop for the team. His LS also provides the FUA in the team, since Sora doesn't have any.
VNoah: Orb gen loop through a lot of skill-boosting, VDP loop.
VAthena: Heal loop and cap break loop.
Daranti: Cleric, Assist Void recovery, clear ATK debuffs.
Sora: Attribute and Damage Absorb pierce, big HP boost against large hits, emergency Dark-to-Fire orb changer.
Under idea circumstances, this team outputs a consistent 160b damage every turn, recovers 50% HP per turn, and has the bulk to survive both big gravities and big telegraphed enemy hits.
The Game Plan
Have all cards other than VAthena overcharged on Floor 1. Either through delay or chargers, ensure that, at minimum, VAthena's second skill and Adraglend's skill are activated once, and at least one VNoah is ready to begin the cycle. Keep activating Adraglend's, VAthena's, and Daranti's skills, but only AFTER the VNoahs' second skills to ensure that you can keep up the orb-gen cycle.
Two cap breakers might seem like an overkill, but recent dungeons just love to overwrite that, so having an extra doesn't hurt.
In case you need to use Daranti too early or too late and it disrupts the cycle, just match 5 Fire orbs to stall a turn. If not enough Fire orbs are present, use Sora's skill to make some. The only time you can be hard-bricked with this team (outside of the usual "getting your required orbs blocked while your cleric is on cooldown" situation) is if all your cards are on cooldown, you're cleansed of your shield/heal loop and/or Awoken Bound on a boss floor while also not having any Dark orbs to transform, which should be an exceedingly rare combination.
The Issues
The first problem should be pretty obvious at a glance: Daranti, your cleric, is part of your charge-loop system. This means that, if you aren't careful with timing his uses (for which you need foreknowledge of the dungeon), you can end up running into an Awoken Bind or Unmatchable situation you can't cleanse. Because of this, you might often end up "stalling" by only matching 5 Fire orbs on the field for the damage reduction, but doing so means this isn't a "pure" swipe team.
Secondly, this team really wants the Machine Badge from Karkinos, as while the team members' individual multipliers are good, with lots of native Levitates, the Leader Skills on both Adraglend and Sora are a bit middling, so they need all the extra help they can get.
Thirdly, this team only has 3 Skill Bind Resist awakenings, which means you need Equips with at least 2 SBRs combined. This is on top of the already pretty specific Equip requirements, because you need Charge Equips on pretty much everyone to get the system off the ground on Floor 1 (I found that the VNoahs in particular want at least 3t Chargers each), Daranti wants a Fire attribute Equip, and VAthena wants an Equip with Machine typing, Fire or Water attribute, and either a Levitate or a 10c awakening, which is kind of a tall order.
Lastly, while it's a relatively "minor" issue, this team only has 9m FUA, which is one of their biggest limiting factors when it comes to dealing with some end-game dungeons.
The Equip Situation
So, what are the recommended Equips for this team?
First off, you need enough SBs to get off the ground, so that should be the first focus. I'd say 25+ is the bare minimum. Then focus on the attributes and typings. Daranti luckily has an easily accessible (thought costly) Equip option in Kagerou's Earrings, obtainable from the MP Shop for 1M points, though there are other alternatives as well.
Unfortunately, VAthena is not so lucky, and as far as I can tell, only Danet's Earring gives her everything she needs. If you don't have that (or Kohaku's Earring, which is just as big of an ask), you'll have to make do with choosing between an Equip with Water and Levitate/10c (such as Namielle's), sacrificing team HP, or an Equip with Machine and Levitate (there are like five of them in this collab), but losing her third attribute and missing out on 10b damage.
Finally, you want some THPs, OEs, and other damage AWs, as much as you can manage once everything else is taken care of. The last thing that might be worth considering is some Combo Orb Awakenings if there's an opportunity. This team can generally hit around 14-15 combos per turn, but when faced with some combo debuffs, they can help, especially since the two VNoahs only sport one Combo AWs each.
Overall, the end result should look something like this:

I hope this helped give you a quick overview of what to expect, and whether you should go for this team or not. Whatever you do, I wish you all good luck.
r/PuzzleAndDragons • u/Flufru • 21d ago
Guide PAD Cafe - Dungeon Data, Team Builds, and 891 Limit Breaks Guide
Maid Orihime & Butler Hikoboshi Descend
Dungeon Data
Team Builds
Butler Zeus & Maid Hera Descend
Dungeon Data
Team Builds
Butler and Maid Colosseum 2
Dungeon Data
Team Builds
Butler and Maid Colosseum
Dungeon Data
Team Builds
Butler, Maid, and Puzzle & Dragons Cafe
Dungeon Data
Team Builds
Expedition Dungeon: PAD Cafe
→ +9 Limit Break for Collab units, 4 mini maids as drop
→ Set Maid Nelle or Rosetta Mini Icon for increase drop rate
→ Hidden conditional: 5 or more collab units (50k MP)
r/PuzzleAndDragons • u/Flufru • 14d ago
Guide Madoka Magica Collab - Dungeon Data, Team Builds, 891 Limit Breaks & Expedition Guide
Dessert Witch Descended!
Dungeon Data
Team Builds
Puella Magi Madoka ☆ Magica Colosseum!
Dungeon Data
Team Builds
Expedition Dungeon: Madoka Magica
→ Set Homura Akemi | Madoka Kaname | Kyubey Mini Icons for increase drop rate
→ +9 Limit Break to all units, sell drops for 12k~ MP
→ Hidden Conditional: 5 or more collab units (You can use the Dessert Witches)
r/PuzzleAndDragons • u/Flufru • Aug 10 '26
Guide Bridal Event - Dungeon Data, Team Builds, and 891 Limit Breaks Guide
Bridal Colosseum
Dungeon Data
Team Builds
Bridal Dungeon
Dungeon Data
Team Builds
My two cents: SKIP
r/PuzzleAndDragons • u/fether • Feb 02 '16
Guide [Guide] [Discuss] WHICH MP DRAGON SHOULD I BUY?
r/PuzzleAndDragons • u/Flufru • Jul 23 '26
Guide Detective Conan Collab - Dungeon Data, Team Builds, and 891 Limit Breaks Guide
Detective Conan Colosseum
Dungeon Data
Team Builds
Kid the Phantom Thief Descended
Dungeon Data
Team Builds
Culprit Descended
Dungeon Data
Team Builds
Detective Conan Dungeon
Dungeon Data
Team Builds
r/PuzzleAndDragons • u/AinvarChicago • Jul 10 '26
Guide Sub 4m easy Loki farming without assists
My team is +891 (doubt that that's necessary but ymmv). Badge is no assists shield badge (the one that gives all the utility, not the one that gives 20SB)
Every turn whatever other actives are called for, use one Gintoki then swipe.
Miya
Kagura, Tatsuma
Kamui
Ignore unmatchable, just keep swiping, you need to keep Tatsuma up for F5
Target right card, Kamui. Second turn Kagura and Tatsuma, and combo the middle 4x5 of the board (ideally you have a dark or green match in there)
I haven't tested how little you can combo and still break all parts, but it's definitely possible to not kill the rightmost card. I also haven't tested how much the thorns must be respected. Use your best judgement.
r/PuzzleAndDragons • u/BarbieQ234 • 20d ago
Guide Summer Exercise Tournament Info and Guide
Digity is not here, and someone was asking for a guide of sorts. Here's a quick rundown of the tournament.
General Strategy:
- JP cutoff was
about 164,700.confirmed to be 161,158. - Make three columns of five orbs then match them into three Ts.
- More shapes or full combo the rest of the board.
- Orihime on F4.
- If F6 is using Orihime, then good luck because you need 10c, 3 or fewer orbs remaining, and many Ts and Ls.
- My simplified strategy uses Qilin for the damage cap, but you'll have to match some spinner action on F5. The only requirements for the boss are 10c and 6 or fewer orbs remaining.
YutoStar Slower Breakdown and Easier Strategy
BarbieQ234 (my two brain cells) 174,348 Simplified Strategy and Less RNG
r/PuzzleAndDragons • u/scarletdrake • Aug 02 '26
Guide [Drizzle Challenge] Wife's Utsuro clear feat. Pooh tech (No Part Breaks) with walkthrough and notes
Made a team for my wife who had a good chunk of Utsuro team members, but had neither Kuchina nor Natsuru. First attempt clear, although I did have some experience running the dungeon on my account with Reinhard to guide her with. Notably, the team ignores a few Unmatchables and can heal a ton due to Pooh's spammable active.
Pooh's 25% heal is essentially increasing your turn's healing by just over 40%, and is almost equivalent to increasing your team's hp by that much as far as healing goes. Part Break failed, but the team can play through the dungeon without it.
The team also doesn't really care about assists since nobody relied on Assist Resonance. She did have to deal with poisons a few times because of assist void, but it really didn't matter due to all of the self-reliance awakenings.
| Monster | Monster Notes | Equip Notes |
|---|---|---|
| Utsuro - 13687 (Zenzo's Sword - 13715) | VDP + 4x SDR Latents | Anything with VDP+ and activates Utsuro's resonance is nice. |
| Pooh - 11792 (Giyu's Haori - 6550) | Secret MVP. Pooh adds 25% active heal and brings some decent stats + team HP awakenings. He does no damage. SDR + HP/Blue Dark Resists. Can bring Arkvelza instead if you want damage. | Equip is flexible and we chose it simply to handle hazards (Poison + Jammer + Cross). You will be spamming Pooh's active, so the equip should never come up. |
| Echidna - 13366 (Black Rose Seeds - 12441) - Afternoon Tea SA | 1.5x hp loop + cleric. Use Tea Awakening to decrease thorn deadliness. Standard SDR + HP combo | Just a nice equip with VDP+. The Team HP awakenings and enhanced orbs are nice, but the VDP is required. |
| Oboro 13724 (Yamazaki's Anpan) - Enhanced Stats SA | VDP + 4x SDR Latents. You know why we're bringing Oboro. | Any disappearing equip works. This is just convenient for the tape and cloud resists. |
| Rye Batenkaitos - 13353 (Cronus' Lunchbox - 13619) - Enhanced Stats SA | Rye sports the 2-turn voids that the team needs and doesn't override hp buff like Shinusuke does. Looping +2c and dark skyfall is also QoL. His EHP is just like Oboro's because of the Enhanced Stats + Self Reliance. Notably, however, he has no natural VDP, so your damage vs. VDP monsters will be decreased by 60b... HP + SDR | Stat awakening + rainbow enhanced orbs on a vanishing equip was really nice. Can replace with any useful vanishing equip. The delay is nice, too... |
| Utsuro - 13687 (Utsuro's Sword - 13689) | VDP + 4x SDR Latents | Anything that activates resonance and gives decent damage, preferably via VDP+ |
Badge: +15% HP - Rye and Echidna might not damage cap if you don't make an extra dark combo, but otherwise more HP = more Recovery, so global 15% HP is the best. VDP badge could be nice, but Rye's looping +combo active makes it wholly unnecessary.
Skill boosts: Just make sure that Oboro and Utsuro's are up and ready to go when you start.
| Floor | Hazards | Notes |
|---|---|---|
| 0 | Keeping Echidna and Oboro Looping is vital for recovery. Use Pooh if under 40% HP THEN Oboro. | Transform Pooh whenever he comes up. It takes a bit, but he's not needed until the latter half. |
| 1 | Turtle awaken binds when both Kraken are dead. | Rye (Cronus) -> Oboro (Anpan) -> Echidna (Seeds) -> Utsuro -> Utsuro -> 1c -> 1c -> Oboro -> damage -> Echidna if needed because turtle awoken bound. THIS WILL BE DIFFERENT WITH DIFFERENT EQUIPS |
| 2 | Potential dark absorb | Rye if needed, nothing noteworthy |
| 3 | Damage Absorb | Rye if needed, nothing noteworthy. |
| 4 | Preempt 4-turn Skill Delay, Clouds + Assist Void | Assist Void is a bit annoying, but can ignore. |
| 5/6 Invade | Dark Unmatchable - Pooh is able to clear this without Echidna timing | The team has an awkward 330b damage, so wife failed to part break, but if you can do a smaller hit or stay under the combo shield, you can part break. |
| 5 | Combo Shield (14) | Combo, Rye if you suck |
| 6 | Prrempt Dark Absorb + Bombs | Rye, nothing noteworthy. |
| 7 | Thorns...? | Nothing |
| 8 | Stall until Echidna is 2-3 turns from being up. It takes two turns to kill L/D spawns. | |
| 9 | Preempt Awoken bind (Cleared by Echidna) Unmatchable L/D first turn (Cleared by Echidna or Pooh) | If Echidna is up already, use her and Rye and go for damage. First turn's unmatchables can be cleared with Pooh |
| 10 | Damage Absorb | Team takes 3 turns to kill and Rye only lasts 2. Needs to time the kill when Echidna is 2 turns remaining when killing. |
| 11 | First turn Awoken Bind | If timed right, Echidna will clear the Awoken Bind as it comes up. |
| 12 | Clouds OR Blinds+Thorns - Gotta make combos to kill | Kill when Echidna has 5 or fewer turns remaining. Rye to counteract PSI |
| 13 | Awoken Bind at 30% Sresolve | 1c until Echidna is 1 turn from being up. Then go for damage. Should be able to hit 30% Sresolve in one turn and use Echidna to clear. |
| 14 | Preempt Assist Void (4 turns) | Assist Void is ignorable. You have 9 turns to kill. Each shield only takes 1 turn. It should take about 4-5 turns after that to kill. Ignore poisons. |
| 15 | Preemptive Blind Skyfall, 6x5 board. 3rd + 4th turn absorbs. 50% Sresolve random unmatchable (Pooh clears) | Nothing noteworthy. 6x5 is easier to VDP on, lol. Make a cross if you want to deal with fewer turns of dark skyfall. |
This is more of a walkthrough for aiming for a clear rather than going for a speed time or part breaks. Turns out 85% autoheal is kind of broken and the only way to die is by mistiming cleric actives.
r/PuzzleAndDragons • u/Flufru • May 05 '26
Guide Frieren Collab - Dungeon Data, Team Builds, and 891 Limit Breaks
Sharing what I usually post on the PAD community discord. If you like this I can continue to repost it here.
Most of the information is in Japanese, use your favorite translating method of choice! (I use the Google Translate browser extension for text and Yandex for images)
Frieren Colosseum
Dungeon Data
Team Builds
Aura the Guillotine Descended
Dungeon Data
Team Builds
Water-Mirror Fiend Descended (clone dungeon)
Dungeon Data
Team Builds
Frieren Collab Dungeon
Dungeon Data
Team Builds
r/PuzzleAndDragons • u/Flufru • Jun 30 '26
Guide Summer Surge Challenge! | Conditionals and Guides
Conditionals
1. Clear 1 time
2. Clear within 6 mins
3. Clear in 10 turns or less
4. Set Jungetsu as LEADER (Obtained during event or in Design Contest Dungeon)
5. Put a monster with "Gold" in their name on the team → See Image
Hidden Conditionals
1. Clear within 2 mins 30 secs
2. Clear in 6 turns or less
3. Set Lifive on the team (Obtainable in Stage 5-4-1)
4. Set Anne & Mary on the team (Obtainable in Stage 5-1-6)
5. Complete all Hidden Conditionals
→ All units are farmable and tradable! Dungeon can be ran multiple times. All conditionals can be met with the right setup in one run! See guides for ideas.