Puzzles and Dragons

Ao-

¯\_(ツ)_/¯
<WoW Guild Officer>
7,879
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Hera-Is was a really fun dungeon...Hera-Ur was a really fun dungeon, Hera-Is was just ok.

I can start doing the round breakdowns if people are interested...
Yes please!

I was planning to go the Green Odin + Abyss Neptune leader route. I've heard that you can do it for 1-3 stones typically that way.
Yeah, team recommendation I heard was GOdin, Echidna, Hera/Gravity-User, Siren, RK, with Abyss Neptune ally (or swap the leader/ally). Now to try and build some levels on that team. What I really need is two weeks of the Naga dungeon to max skill some of these bitches.
 

Brand

Molten Core Raider
1,159
313
Yes please!


Yeah, team recommendation I heard was GOdin, Echidna, Hera/Gravity-User, Siren, RK, with Abyss Neptune ally (or swap the leader/ally). Now to try and build some levels on that team. What I really need is two weeks of the Naga dungeon to max skill some of these bitches.
One thing I've never regretted was maxing my Naga...I use it all the time. It was worth all the grinding in that freaking dungeon.
 

Df~_sl

shitlord
975
0
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%
 

Intrinsic

Person of Whiteness
<Gold Donor>
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Someone posted this team on the FB page: Odin, Hades, Siren, Echidna, RK, Nepture

I could use Level 81 B/D Neptune, Level 88 D/D Hades, Level 40'ish Max Skill Sire, Level 40'ish Skill 3 Echidna, and RK.... I know we used to have some beefy Odin friends list. That's 10.1k hp w/o friend, and am not sure if we have any Odin's with 4.9k HP
smile.png
 

Korrupt

Blackwing Lair Raider
4,832
1,228
Ill keep my evolved Odin up tomorrow, I'll be using your Neptune and others with that team then.
 

Ao-

¯\_(ツ)_/¯
<WoW Guild Officer>
7,879
507
My Odin is only at 4k HP :|

With a max B/D Neptune, I'll be at 14715 hp. Planning on trying with
85 Green Odin leader
73 D/D Hades
55 Siren (Max Skill)
51 Echidna (lvl 4 skill)

50 Blue Odin or RK...

Blue Odin has 3274 HP, 1244 ATK (62k Gungir) and 411 RCV vs RK's 3126 HP, 1056 ATK, and 157 RCV. I'm basically trading ~62k dmg (3659dmg/turn if I remember to use it every turn) for the ability to reduce dmg by 50% for 3 turns on demand.

Ally B/D Neptune


My biggest question is about round 5. Reading it on PDX, it looks like the breath only happens once... if that's the case, I'm tempted to take the RK so I can just use the dmg reduction right before the breath hits and ezmoad through it. If it occurs often, then I'm not sure.
 

Intrinsic

Person of Whiteness
<Gold Donor>
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My biggest question is about round 5. Reading it on PDX, it looks like the breath only happens once... if that's the case, I'm tempted to take the RK so I can just use the dmg reduction right before the breath hits and ezmoad through it. If it occurs often, then I'm not sure.
That's the way I read it too, as well as Hera-Is lock down only occurs once as well. So do you tank the Round 5 damage with RK ability, charge it up, and go in to Hera-Is ready to pop it at the start for when she locks down your whole team? And once she gets <75% with Neptune + Odin you still have to heal ~11k per turn.
 

lanludar

Silver Squire
191
2
I don't have a Neptune or a Green Odin and it is starting to feel like I am hitting a brick wall. I just have shit luck and have no good leaders for really anything.
 

Df~_sl

shitlord
975
0
To answer your burning questions about Hera-Is Abilities...

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 when HP is <55%

Crystal Coffin - Bind 3 targets for 2-3 turns. ONLY USED ONCE when HP is <40%

Freeze Blast - DOUBLE HIT for 29138dmg (14569 dmg twice). Used frequently when HP is < 75%

And to answer your question about round 5...
After the mouth opens, they use their damage ability every 2 turns.
Example:
Dragon has 2 turn delay.
2 Turns
Dragon opens mouth
2 Turns
Dragon uses chaos breath (67276 blue or 81860 dark dmg)
2 Turns
Dragon uses chaos breath (67276 blue or 81860 dark dmg)
Repeat until dead.
 

k^M

Blackwing Lair Raider
2,738
2,006
I'll keep my max b/d neptune with 40 something eggs up for anyone to utilize, looks like a neat dungeon!
 

Composter

Golden Knight of the Realm
505
22
Yeah, I don't have the team to do that yet. GOdin is only 51, Echidna is only 36 and skill level 1, Hades only 51, and StE 55. Before the B/D neptune helper, I only have 9868HP. Looks like I need to start farming nagas. I've fed Enchilada 22 nagas so far and no skill ups, though (and yes, during x2 events), so I am skeptical that she actually gets skillups.
 

Intrinsic

Person of Whiteness
<Gold Donor>
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I'm skeptical I'll even come close with mine, team level + lack of skill + lack of heart luck = 15 stones, haha

There are about 20 Blue Kings, 20 High, and 25 Pengdra in my box that are waiting for Two Heroes and Sigfried so, but maybe it'll be worth finally investing some in my Siren. The max skill really does change the game, and my 2nd one is like skill 4 too.
 

SorrowsEnd

Trakanon Raider
1,477
816
You have to assume you will be spending a few stones the first time you try to beat these high end dungeons.

I know some people refuse to spend stones for dungeons but you have to look at it as an investment. It's not like a $5 REM roll that most of the time gets you crap. Hera-Is will be a 40% drop rate chance for the easy version. You will be getting the standard free stone every day for a week, which seems to be every other week now. These bosses are set up to make you spend money. Just looking at the boss ability list for this dungeon I'm like yep, this is a 3 stone fuckfest for mythical. I don't plan on surviving those mass bind abilities. I know I am going to die and then will spend a stone to pop back unbound at full health. But when she dies on mythical I get a 100% drop of a boss I know I will use.

Then I will do it again because I want 2 for my blue team.

With all the free stones we keep getting every other week my total has been around 30 for the last few weeks without spending any cash. It's quite nice.
 

Composter

Golden Knight of the Realm
505
22
You have to assume you will be spending a few stones the first time you try to beat these high end dungeons.

I know some people refuse to spend stones for dungeons but you have to look at it as an investment. It's not like a $5 REM roll that most of the time gets you crap. Hera-Is will be a 40% drop rate chance for the easy version. You will be getting the standard free stone every day for a week, which seems to be every other week now. These bosses are set up to make you spend money. Just looking at the boss ability list for this dungeon I'm like yep, this is a 3 stone fuckfest for mythical. I don't plan on surviving those mass bind abilities. I know I am going to die and then will spend a stone to pop back unbound at full health. But when she dies on mythical I get a 100% drop of a boss I know I will use.

Then I will do it again because I want 2 for my blue team.

With all the free stones we keep getting every other week my total has been around 30 for the last few weeks without spending any cash. It's quite nice.
Yeah, I'm more worried about stoning up every other multi-hit after she gets passed 75% health. If my Echnida was maxed skilled, I wouldn't worry about it too much, but otherwise you are seriously looking at 10+ stones, on top of the stones that get you to that point. And the raw fact is that my blue team is low on my priority list right now, so I may as well sink my stones into something useful, like the super jewel dragons that will undoubtedly appear the same day.
 

Df~_sl

shitlord
975
0
Hera-Is is just a kick ass sub... Blue/Black dual attack... Gravity... Great Stat gain...

Counts as God/Devil/Blue/Black so can sit in many teams.

Her abilities can easily be prepared for... I imagine that Sorrows would have a team readily capable of dealing with them and doing a 0 stone clear with a bit of luck...

@Sorrows: Pretty sure you are one of the only people on my friends list that can field a 4xHP 4xRCV team that could break 80K HP
 

Df~_sl

shitlord
975
0
I am sure others have better leaders available for friends to use... but I will post up what I have that could help people for Hera-Is...

Sea Diety Abyss Neptune (Blue Dark Resist)
HP: 2510
Attack: 1237
RCV: 367
Poison Skill: 6185 dmg, 20 turn cooldown

Green Odin (80% dmg reduction when HP is full)
HP: 3087
Attack: 1033
RCV: 396
Direct Damage Skill: 51650 light dmg to one target, 17 turn cooldown (approximately 10% dmg to the dark dragon on round 3 and possibly round 5)

Here is a video of TubeGamePlayer doing Hera-Is using Green Odin + Sea Diety Neptune as leaders with Hades, Susano, Echidna, and Parvati as subs... probably all max level/skill and +297 ... but it gives you an idea of what to expect...