Hera-Is Mythical Strategy
Leader Discussion:
With all damage being dark or blue and special attacks from 60,000-80,000dmg... Defensive Leaders are almost required. With that being said, I see 2 Viable configurations... but others do exist...
1. Green Odin + Blue/Dark Resist (Sea Deity Abyss Neptune/Drawn Joker)
HP requirements:More than 15797 HP (round 3)
2. Double Blue/Dark Resist - 2 x Sea Deity Abyss Neptune/Drawn Joker
HP requirements: More than 20466HP (round 5 dark dragon)
***Only viable with insanely high level team***
3. 4xHP 4xRCV
HP Requirement:More than 81861HP (round 5 dark dragon)
Note: I suggest NOT using monogreen or monolight as you can possibly be chain bound by round 1 devils. And the AVERAGE Pet HP for this team would need to be 3411HP... Not very doable.
Sub Skill Discussion:
There are certain skills/abilities that will need to be dealt with in order to clear this dungeon. Specifically in Round 5 and 6.
Round 5 has very high armor. Poison is a great choice. Armor Break is not as useful due to low uptime.
Sea Deity Abyss Neptune is a perfect choice and can be used in the leader slot.
Lilith, WOTN is not a very good choice as her HP is very low, making it difficult to meet the HP requirement.
Light/Dark Golems are not as good as poison but can be used.
Round 6 has a 5 target 1-2 turn and a 3 target 2-3 turn bind. Damage Reduction is the top choice but Void Water Damage can also be used.
1. Damage Reduction = Rainbow Keeper, Red Blue Green Golems, and Susano are all great choices.
2. Void Water Damage = Sylph the Wind Elemental is not a great choice because of her low HP (987 at max lvl) making it difficult to meet the HP requirement.
Apart from that... other skills to consider bringing:
Stun - Viper Orochi / Echidna (as almost always...)
Heart Maker - Siren the Enchantress is a good choice as it is easy to get to 5 turn cooldown.
Gravity/Ultra Gravity+ - 25%/30% HP Nuke is always nice... Hera, Hades, and Zeus are your options for this.
And with that... here comes the round by round breakdown...
Round 1: 1 Blue Devil and 1 Dark Devil
Key Info:
Average Dmg: 10517 per turn (blue and dark)
Optimal Dmg: 14817 per turn (some blue, mostly dark)
Max Dmg: 18928 per turn (blue and dark)
Blue binds all Green for up to 4 turns repeatedly
Dark binds all Light for up to 4 turns repeatedly
Strategy: The difference in damage between the two is pretty minor... so counter their binds and kill the one that binds your leaders first. DO NOT GET BOTH below 35% at the same time as it doubles their damage!!
After you have killed one of the two, before taking the 2nd one below 35%, take the time to stall and charge up skills.
Detailed Info:
Hell Ice Frost (Blue)
Defense - 640
HP - 430187
ATK - 1 turn delay @ 5141 blue dmg, when below 35% HP, 9252 blue multihit often.
Hell Dark Blood (Dark)
Defense - 640
HP - 440853
ATK - 1 turn delay @ 5376 dark dmg, when below 35% HP, 9676 dark multihit often.
Round 2: 1 Sky Dragon (blue or dark)
Key Info:
Average Dmg: 4410 (if blue) 6570 (if dark)
Max Dmg: 18522 spike blue (9261 blue per turn) 11828 (if dark)
Blue Dragon has scarier spike dmg, but less damage over time...
Strategy - Hope you get blue! If you don't be very careful when you take the dark dragon below 75% hp as his dmg per turn will increase by 80%. Other than that, its straight forward.
Detailed Info:
Blue Dragon
Armor - 920
HP - 906900
Attack - Every 2 turns 8820 blue dmg, after 50% 18522 multhit blue dmg every 2 turns.
Dark Dragon
Armor - 920
HP - 906900
Attack - Every turn 6570 dark dmg, after 75% 11828 multihit dark dmg
Round 3 - One Legendary Dark Dragon
Key Info:
Average Dmg: 18582 dark dmg (9292 dark per turn)
Max Dmg: After 75%HP 41811 spike dark dmg (20906 dark per turn)
Special ability hides and changes the board... (basically a free turn and a half for you)
Strategy - This dragon is why you should probably bring dark damage reduction... Straight forward.
Detailed Info:
Armor - 420
HP - 836250
Attack - Every 2 turns 18583 dark dmg, @75% 41811 multhit dark every 2 turns.
Skill - Hide all orbs and move them around... half of a free turn after you unhide all the orbs, then a free turn for you!
Round 4 - One Ice Mech Dragon
Key Info:
Average Dmg: 10248 blue dmg (5124 blue per turn)
Max Dmg: After 75%HP 30744 chargeup blue dmg ( 7686 blue per turn)
***Below 30% HP, can use Ice Crusher up to 21520 blue dmg ( 10760 blue per turn)****
Below 20% HP, will recover 40% HP...
Note: I do not know if Chargeup attack can be used with Ice Crusher or how much dmg it would do... anywhere between: 50216 and 64560 blue
Strategy - Nice and easy until less than 30% HP... but even then, not much to worry about. Pretty easy and low damage, feel free to stall above 30% HP.
Detailed Info:
Armor - 784
HP - 742777
Attack - Every 2 turns 10248 blue dmg, @75% 30744 charge up blue hit (charging, then 2 turns later, attacks)
Round 5: Either 1 Blue Chaos Dragon OR 1 Dark Chaos Dragon
Key Info:
Attack Damage: Blue: 67276 dmg Dark: 81860 dmg (not sure if dark or blue) every 2 turns after mouth opens (33638 dmg from blue dragon or 40930 dmg from dark dragon per turn)
Defense: Both dragons have very high defense: Blue: 7500 Dark: 6000.
Note: First action is ALWAYS "open mouth", every action after that is Chaos Breath Attack.
Example:
Turn 1: Dragon Opens Mouth, Attack counter set to 2
Turn 2: Attack counter set to 1
Turn 3: Chaos Breath attack, Attack counter set to 2
Turn 4: Attack counter set to 1
Turn 5: Chaos Breath attack, Attack counter set to 2
Strategy:
Because there is no way to know which color you will be facing before you start the dungeon... and 60k+ and 80k+ is a HUGE amount of damage to take... coupled with their high HP and Armor... means you either need a 4xHP 4xRCV team WITH 80k+HP or 75%Blue/Dark Reduction ( 2 of Sea Diety Abyss Neptune and/or Drawn Joker ) or Green Odin + Blue/Dark Reduction. If you are lucky enough to have a Seraphim of Dawn Lucifer... and you went double SoD Lucifer leaders... you CAN double cleaver and hope to get through the round with 0-1 stone used. As usual... hope you get the blue one and not the black one!
As for getting above the armor requirements... either plan to bring poison or an armor reducing monster or godlike matching/luck skills. Since your leader skills will probably be tied up in defense.
Detailed Info:
Blue Dragon
Armor - 7500
HP - 696530
Attack - First action, open mouth, 2 turn delay, then chaos breath for 67276 dmg (not sure if dark or blue dmg )
Black Dragon
Armor - 6000
HP - 857267
Attack - First action, open mouth, 2 turn delay, then chaos breath for 81860 dmg (not sure if dark or blue dmg )
Round 6: One Hera-Is
Key Info:
Normal Damage per turn: 24291 blue dmg
Max Damage per turn: 29138 Blue Dmg Double hit (14569 twice) used frequently if HP < 75%
First Action is ALWAYS Ice Coffin (Bind 5 targets for 1-2 Turns)
Once HP <55% next attack will be Mischief (two colors to jammers)
Once HP <40% next attack will be Crystal Coffin (Bind 3 Targets for 2-3 Turns)
Strategy:
Note: All abilities except Freeze Blast are only used once and are used directly after specific HP%.
Note: You probably should not use gravity until AFTER Ice Coffin! You lose 2-3 turns of cooldown, but you possibly save yourself 9700 dmg over 2 turns...
Note: I suggest preparing a defensive cooldown to use BEFORE Hera-Is first turn, and on the turn BEFORE taking Hera-Is below 40% HP due to binding.
Hera-Is First action is ALWAYS Ice Coffin. Assume both of your leaders will be bound and that you will take 24291 blue dmg. To survive for 2 turns with no leader skills, you have two choices: 1. Damage Reduction (Rainbow Keeper, Red Blue Green Golems, Susano etc) or 2. Void Water Damage (Slyph). After that, its normal attack damage. Using double blue resist leader turns this into 6073 Blue dmg. Using Green Odin + 50% Blue Resist leaders turns this into 2430 Blue dmg. Try to get your defensive cooldowns up again before going below 75% but especially before going below 40%. The fight continues like this until...
HP <75% - Hera-is will begin to use Freeze Blast frequently. This is a 29138 Blue Dmg Double hit (14569 twice). Using double resist leader turns this into 7285 Blue dmg. Using Green Odin + 50% Blue Resist leaders turns this into 8742 blue dmg. There are only 2 surprises left...
HP <55% - Hera-is will use Mischief once. Two colors (not sure if it can include hearts) get changed to jammers. This ability is not a big deal and as long as you make sure to clear out all the jammers as she will not use this ability again, its basically a semi free turn. Hera-Is will continue to frequently use Freeze Blast and sometimes a regular attack until...
HP <40% - Hera-Is will use Crystal Coffin once. This will bind 3 targets for 2-3 turns. It is possible that this ability will in the worst case scenario bind your 2 leaders and your defensive cooldown. If that happens, it might cost you 1 stone. If you can accurately gauge her HP and know within one turn of when you will cross the 40%HP mark (such as using gravity/major nuke) then you can preemptively use your defensive skill from earlier.
The rest of the fight is the same from 40% to 0.
Detailed Info:
Hera-Is
Armor - 552
HP - 2912825
Attack - Regular: 24281 Blue dmg. If HP <75% 29138 Blue Dmg Double Hit
Skills:
Ice Coffin - 5 target bind for 1-2 turns. ONLY USED ONCE. ALWAYS USED DURING HER FIRST TURN.
Mischief - Change 2 colors into jammers. ONLY USED ONCE, used the turn when Hera-Is HP is <55%
Crystal Coffin - Bind 3 targets for 2-3 turns. ONLY USED ONCE used the turn when Hera-Is HP is <40%
Freeze Blast - DOUBLE HIT for 29138dmg (14569 dmg twice). Used frequently when HP is < 75%