Strategy discussion for Goemon:
These numbers are for Legendary with Mythical following like this:
Legendary (Mythical)
Couple things to be aware of... its a 5 round dungeon, but there are places for you to stall.
You will see low and mid Red Blue and Green ninjas. Ninja Fox Girl. And Goemon.
First round will have 5 random low ninjas
Second round will have 2 random low, 2 random high
Third round will have 4 mid ninjas
Fourth round is Ninja fox girl
Fifth round is Goemon
All of the low ninjas have a single target 1-5 turn bind that they can use ONCE when they are under 25% HP
All of the mid ninjas have a powerup that makes them hit for about 4x damage for 5 turns that they use when under 25% HP
With that being said...
Round 1:
Damage taken per turn = 21655dmg(31950dmg)from Red Green and Blue from 5 sources
Monsters def = 2667(3000)
Monsters HP = 8133-8337 (12000-12300) X 5
1.This is NOT the round you want to stall on!
2. You must make sure NOT to get more than one ninja below 25% at a time. Preferably you take them from above 25% to dead in one round. Having one of your leaders bound, could lead to next turn death. Having BOTH of your leaders bound assures it.
Might be the most difficult round due to the randomness of damage sources and randomness (get 2 ninjas that lock down both your leaders and good luck sir..)
Round 2:
2 Low Ninjas, 2 Mid Ninjas
Normal Damage per turn = 14152(20880)or 19642(28980) with a powerup attack.
Mid Ninja Defense = 60000
Mid Ninja HP = 12(15) x 2
Low Ninja def = 2667 (3000)
Low Ninja HP = 8133-8337 (12000-12300) X 2
1. Kill off the low ninjas first, making sure NOT to get two of them below 25% health at the same time! Preferably you take them from above 25% to dead in one round.
2. When attacking the mid ninjas, at 25% their damage spikes. You can deal up to 8(10) damage before they use their powerup. If you deal 9(11) damage, they will use their powerup for one turn, then hit you for 8235 (12150 dmg) the turn after, meaning you have one round to deal 3 (4) dmg to a mid ninja before he lets off a big hit.
3. You can stall by keeping one mid ninja above 4HP. The healing requirement for this would be 2745(4050) HP per turn.
Round 3
4 Mid ninjas
Normal Damage per turn = 10980(16470)or 19642(24300) with a powerup attack.
Mid Ninja Defense = 60000
Mid Ninja HP = 12(15) x 4
This is the easiest of the Ninja rounds and again, a great place for you to stall if you need to.
Remember, you can deal 8(10) damage to each ninja before they will use their powerup... make sure to target correctly after orbs finish falling!
Round 4
Ninja Fox Girl
Max damage per round 8480(14380)multihit when lower than 30% HP, 5653(9587) per turn before that.
HP = 1029236 (1745584)
Def = 270(336)
The first round she binds all blue pets for 1-3 turns...
The second round she laughs at you.
1. If you are running monoblue, you could take 3 turns of dmg = 16959 (28761) dmg with NO leader skills up.
2. Once she gets below 30% assume she will hit for 8480(14380) dmg every turn.
Round 5
Goemon
Max dmg 20250(34344) first turn only, 10125(17172) dmg per turn 15190(25760) multihit dmg when below 25%
HP =2071597 (3513429)
Def = 1550 (2480)
First turn he will hit you for 20250(34344) multihit.
Second turn he will bind 3 monsters for 2-3 turns (lets hope its not your leaders...
1. Make sure to have enough HP or a defensive skill ready for the first round and the bind he uses on the second round.
2. He will rarely use smokescreen, blacking out your orbs... clear them and try to make a combo!
3. When he gets below 25% health, his damage increases by 50%, make sure your dps/defense skills are ready to use at that point and burn him down fast.
Now as for some team strategies...
4x HP of any color is almost required. 2xRCV is useful but if you can get to 4xRCV its probably more beneficial.
Green Odin Leader is not useful as all the high damage abilities are multihit.
75% Red damage reduction is viable, but it makes the first three rounds more difficult than using 4xHP and if you go 4xHP/RCV you get the same benifit as 75% damage reduction to all...
Mono green is the least viable of the team setups due to reduced damage.
Mono blue is very viable, but must be ready for team to be bound for 3 turns during Round 4.
Defensive/Offensive cooldowns can be valuable... as you will need to do approximately 518,000 dmg while taking 50% increased dmg.
Reflect damage is a nifty sub ability, activating it on first round will give you 150,000 damage over the first five turns. Waiting for skills to recharge before pushing him below 25% will give you a nifty 227850 dmg over five turns... (which if you had Amon would almost kill him by itself due to double damage). Leaving you with only 300,000 HP for you to deal with (Lucipher haha)
Viper/Naga stun work on every wave. If you can fit it on your mono team without losing too many stats you should seriously consider it.
Anyone else have any thoughts?
edit: added reflect damage note
These numbers are for Legendary with Mythical following like this:
Legendary (Mythical)
Couple things to be aware of... its a 5 round dungeon, but there are places for you to stall.
You will see low and mid Red Blue and Green ninjas. Ninja Fox Girl. And Goemon.
First round will have 5 random low ninjas
Second round will have 2 random low, 2 random high
Third round will have 4 mid ninjas
Fourth round is Ninja fox girl
Fifth round is Goemon
All of the low ninjas have a single target 1-5 turn bind that they can use ONCE when they are under 25% HP
All of the mid ninjas have a powerup that makes them hit for about 4x damage for 5 turns that they use when under 25% HP
With that being said...
Round 1:
Damage taken per turn = 21655dmg(31950dmg)from Red Green and Blue from 5 sources
Monsters def = 2667(3000)
Monsters HP = 8133-8337 (12000-12300) X 5
1.This is NOT the round you want to stall on!
2. You must make sure NOT to get more than one ninja below 25% at a time. Preferably you take them from above 25% to dead in one round. Having one of your leaders bound, could lead to next turn death. Having BOTH of your leaders bound assures it.
Might be the most difficult round due to the randomness of damage sources and randomness (get 2 ninjas that lock down both your leaders and good luck sir..)
Round 2:
2 Low Ninjas, 2 Mid Ninjas
Normal Damage per turn = 14152(20880)or 19642(28980) with a powerup attack.
Mid Ninja Defense = 60000
Mid Ninja HP = 12(15) x 2
Low Ninja def = 2667 (3000)
Low Ninja HP = 8133-8337 (12000-12300) X 2
1. Kill off the low ninjas first, making sure NOT to get two of them below 25% health at the same time! Preferably you take them from above 25% to dead in one round.
2. When attacking the mid ninjas, at 25% their damage spikes. You can deal up to 8(10) damage before they use their powerup. If you deal 9(11) damage, they will use their powerup for one turn, then hit you for 8235 (12150 dmg) the turn after, meaning you have one round to deal 3 (4) dmg to a mid ninja before he lets off a big hit.
3. You can stall by keeping one mid ninja above 4HP. The healing requirement for this would be 2745(4050) HP per turn.
Round 3
4 Mid ninjas
Normal Damage per turn = 10980(16470)or 19642(24300) with a powerup attack.
Mid Ninja Defense = 60000
Mid Ninja HP = 12(15) x 4
This is the easiest of the Ninja rounds and again, a great place for you to stall if you need to.
Remember, you can deal 8(10) damage to each ninja before they will use their powerup... make sure to target correctly after orbs finish falling!
Round 4
Ninja Fox Girl
Max damage per round 8480(14380)multihit when lower than 30% HP, 5653(9587) per turn before that.
HP = 1029236 (1745584)
Def = 270(336)
The first round she binds all blue pets for 1-3 turns...
The second round she laughs at you.
1. If you are running monoblue, you could take 3 turns of dmg = 16959 (28761) dmg with NO leader skills up.
2. Once she gets below 30% assume she will hit for 8480(14380) dmg every turn.
Round 5
Goemon
Max dmg 20250(34344) first turn only, 10125(17172) dmg per turn 15190(25760) multihit dmg when below 25%
HP =2071597 (3513429)
Def = 1550 (2480)
First turn he will hit you for 20250(34344) multihit.
Second turn he will bind 3 monsters for 2-3 turns (lets hope its not your leaders...
1. Make sure to have enough HP or a defensive skill ready for the first round and the bind he uses on the second round.
2. He will rarely use smokescreen, blacking out your orbs... clear them and try to make a combo!
3. When he gets below 25% health, his damage increases by 50%, make sure your dps/defense skills are ready to use at that point and burn him down fast.
Now as for some team strategies...
4x HP of any color is almost required. 2xRCV is useful but if you can get to 4xRCV its probably more beneficial.
Green Odin Leader is not useful as all the high damage abilities are multihit.
75% Red damage reduction is viable, but it makes the first three rounds more difficult than using 4xHP and if you go 4xHP/RCV you get the same benifit as 75% damage reduction to all...
Mono green is the least viable of the team setups due to reduced damage.
Mono blue is very viable, but must be ready for team to be bound for 3 turns during Round 4.
Defensive/Offensive cooldowns can be valuable... as you will need to do approximately 518,000 dmg while taking 50% increased dmg.
Reflect damage is a nifty sub ability, activating it on first round will give you 150,000 damage over the first five turns. Waiting for skills to recharge before pushing him below 25% will give you a nifty 227850 dmg over five turns... (which if you had Amon would almost kill him by itself due to double damage). Leaving you with only 300,000 HP for you to deal with (Lucipher haha)
Viper/Naga stun work on every wave. If you can fit it on your mono team without losing too many stats you should seriously consider it.
Anyone else have any thoughts?
edit: added reflect damage note