View Single Post
11-14-2012   #9 (permalink)
zgmfx19a
Retired
Special
zgmfx19a's Avatar
Games
SD Gundam Online: Capsule FighterTrickster OnlineLa TaleGunbound
Awards Retired Forum Moderator
 
Join Date: Jun 2008
Location: Neo Singapore
Posts: 6,529
Blog Entries: 11
iTrader: (0)
zgmfx19a has a reputation beyond reputezgmfx19a has a reputation beyond reputezgmfx19a has a reputation beyond reputezgmfx19a has a reputation beyond reputezgmfx19a has a reputation beyond reputezgmfx19a has a reputation beyond reputezgmfx19a has a reputation beyond reputezgmfx19a has a reputation beyond reputezgmfx19a has a reputation beyond reputezgmfx19a has a reputation beyond reputezgmfx19a has a reputation beyond repute
Send a message via MSN to zgmfx19a
IGN: Nek0 / Nek0Yasha(RIP)
Class: Zooks
Default Guide (Starting off), ver 5.1.2

First, I'll talk about what teams players should be focusing on.

The easiest team for non-paying players to build are fire teams and dark teams. Dark teams are especially popular because all of its essential core monsters are available without the need to spend on any cash, plus the fact that nothing resists dark (and light for the matter).

Let's see what is needed for a basic solo-element team to roll. I'll be basing this on a basic fire team.

1.) A monster as leader with a 2x bonus to said element

Basically you are given one when you first start the game. If you are not going to pay, pick fire unless you are a masochist. You can get the rest via lvl20 caps or event dungeons anyway. Well, 2x bonus is a standard, and when combined with a friend's monster, you'll gain 4x bonus to your element.

2.) Recovery-to-offense Gem Converters

These monsters basically has the active ability that goes "convert all recovery gems to gems of ____ type", where ____ depends on the monster's element. Basically, they are there for the offensive power boost. Fire has it the easiest since it is a boss drop, and the boss is available at the very early stages of the game. There is one version for each element.

3.) Magic Swordsman

There is one such monster for each element, and each has the active ability that goes "convert all xxx gems to yyy gems", where yyy is the element of your monster while xxx is the element which counters yyy. In this case, the fire swordsman converts water gems to fire gems. Basically an incredible offense boost.

These three forms the core builds of a standard 4x element team. You can either drop the magic sword or the recovery converters, but the team will lose a whole lot of offensive power.



***



A Brief Look at Rare Gacha Monsters

Now, you will gain 5 very easy jewels at the tutorial stage of the game, where you will be forced to roll the rare gacha once. However, there are incredible monsters and mediocre monsters waiting in the rare gacha, and it's up to your luck to see what you'll get. So why waste the good chance of getting a monster that is helpful for the overall team?

An easy way is to keep redoing the tutorials till you get a monster that is decent enough. You can easily redo the tutorials by deleting data048.bin as mentioned in the earlier post. An alternate way is to keep deleting and reinstalling the application, but trust me, the data048.bin deletion is much simpler.

Now then, one thing to note is your mindset for capping that very first cap on the rare capsule. More specifically, it applies to the event when you cap a god-type monster. God-type monsters are incredibly rare, and quite a few of them have excellent active and passive abilities. However, it is also worth noting that plenty of them only shine in the late levels at their final stage of evolution. God-type monsters are typically the costliest to raise (up to 4 million exp for maximum level at the final stage), and that is not including the amount required for their first stage (roughly 800k exp from lvl1 to lvl50). As such, you'll require a lot of patience and discipline to raise them while not forsaking the rest of your team. It's the choice of wanting to start the game easier, or wanting to reap your rewards when you are late into the game. I'll leave that for you to decide.

Still, it's worth noting that you can roll the rare cap for another one or two time, so I'll say to set the account aside first and see if things get better with the other rolls. Cash-paying players, feel free to ignore this.

And now for the analysis of the monster.


Element Resist Dragons (Said to be removed from rare gacha)

Has the leader ability to reduce the damage taken from their own element. First three stages cuts the damage by 30%, final stage by 50%. Note that rare gacha will give you versions from stage 2 onwards.

If you have somehow obtained this, dump the account right now. It's easily obtainable in friendship gachas (at stage one) or special dungeons. You can entertain the thought if you have somehow rolled the final stage dragons since they have incredible offense, but I'll say to just ditch it anyway. You'll definitely regret it later.


The Element Guardians

The 3 elements are useless, purely because they can be obtained as boss drops, special dungeons or friendship gachas.

Black and white are okay due to their unique active skill, which reduces enemies' defense by 75% for 5 turns. They are rare since they can only be obtained via rare gacha or a unique special event as boss drops. No point starting with them, since they are not that useful as leaders.


Healer Girls

Get it because they are cute.

Well joking. They can be obtained from boss drops or as rare drops in friendship gacha. Also available in special dungeons quite a number of times. So of course, it's not the best idea to start with them.

However, the water, fire and dark versions are incredibly useful in the game.

Water mermaid (or Siren - Songstress of the Seas for the final stage) is widely regarded as the best healer in the game because of her incredible active skill and leader ability. Her active skill turns fire gems into recovery gem, allowing you to get out of your pinch. At it's maximum upgraded level, the cooldown for the active skill is only 5 turns (and easily leveled since there's a fodder which has the same skill as her). Final stage's leader ability is nothing to scoff at either. It heals the party for an amount equal to 3x of it's recovery stats as long as you eliminate gems on that turn, making it the second best babysitter in the game and losing only to a god. The grass and light healer girl shares the same leader ability, but loses out when it comes to the active skill. In fact, Siren is pretty much a must have for each player, and appears in many of the teams that are not water just due to how good she is.

Fire healer is valued mainly for its active skill, where it will delay an opponent's attack by 3 turns. Quite an incredible ability, and again only out-rivaled by that of a god. Final stage's leader ability is to deal damage to the enemy equivalent to 2x of your attack stats as long as you eliminate gems on that turn, and the damage ignores element bonuses/penalties but takes into account their defense. Allows you to breeze through low levels, but useless at high stages. Still, very much valued for its active skill. A must have as well.

Dark healer has a shitty ability, but is valued for her poison skill. However, there are other poison monsters available (though mostly from special dungeons), so she's not that important as long as you have poison monsters.

I'll say to skip them for your first roll. However, if you have actually obtained Siren (that's water's 3rd stage), you may want to settle with her since she is that good of a babysitter. I started with fire's 2nd stage, and it's actually playable, though obviously not the best of choice.

Remember to grind for the water, fire and most probably dark healers. However, drop rates are low from normal dungeons, so just a heads up. And how low is low? Well, you may actually grind for more than 100 times and nothing drops still. Try to boost the chances by grinding in dungeons where multiple of them appears as bosses on the final stage or something. If you go even higher, there will be stages where there will be a 1.5x drop event for certain days of the week. You may want to grind there for your healer as well as sacrifices fodders.

Also, maximize the skills for Siren. 5 turn cooldown heal support is damn freaking strong. She's not the best healer in the game for nothing.


The Late-Game Dragons

So called by the Chinese because of their high experience requirements (same as most Gods when they are at stage two). At stage two, the leader abilities is 2x damage to their elements. Does not really shine until they are ultimate-evolved.

Their leader abilities will then be changed to 2x damage to monsters of their element AND their sub element.

Incredibly outdated and pointless in the current metagame


Recovery to Offense Monsters

I've explained it earlier on, and they are an excellent way to start the game. Other than the fire version, because it is a grindable boss drop.

Water and Grass can be obtained via a unique event dungeon that will appear once in a while. However, the difficulty for that is quite literally hell, so you'll only be able to grind them when you have a really good team.

Fire can be grinded at boss drops or obtained at friendship gacha at low rates. It's leader ability is sturdy (if a monster is supposed to KO you while you have more than 70% of your health remaining, you will be left with one HP). It's kind of okay, but outclassed by 2 monsters with a better version of sturdy. Grind two of him, one to place in fire teams. The other, just leave him as it is at the dropped level and do not ever feed him. Sturdy team revolves around having the leader at low HP so that you can beef up your main team with strong monsters while not exceeding the HP limit healable by your team's recovery, or the healing from your babysitter (Siren or Amaterasu Ookami).

Dark is Vampire and Vampire Lord. Vampire Lord is an incredible monster with an excellent active skill and also a leader ability. Its leader ability actually increases dark element damage by 2x. Though it is gradually replaced as the leader by other dark monsters with similar abilities (Loki of Norse Gods), but it is still a solid and irreplaceable member in a dark team. You can also get it via friendship gacha at an incredibly low rate, encounter it randomly in a specific set of dungeon at low encounter rates and even lower drop rates, or a unique event.

White (Valkyrie) is probably the best monster out of all the five, and a core member to its unique team. It's leader ability increases the damage from recovery-type monsters by 2.5x at stage 2 and 3x when ultimate evolved at stage 3, and is thus the core monster for 9x recovery teams or 2.5 recovery/sturdy team. Also, it is obtainable only via rare gacha or an incredibly hellish dungeon, so it's one of the most sought after monster in the game.

Valkyrie is a great start to the game, since healer girl teams last long into the game with the new 9x bonus thanks to her ultimate evolution. As for Vampire/Vampire Lord, it's a very decent start, though kind of a pity since you can try to get them via friendship or drops (but rates are incredibly incredibly shitty, be warned). However, it is currently overshadowed by the Moonlight Dragon, so it's not too advisable to start with it. Water and grass, depends on whether you want to play their elements. Fire a definite no since he's easily grindable.


Magic Swordsman

They are excellent to start off with as a newbie, so if you get any stage of them, you are set and ready to go. Their final stage also offers unique and powerful leader abilities.

Grass boosts the damage of dragon-type monsters by 2.5x, and is a core monster and leader for 6.25x dragon teams.
Water boosts the damage of balance-type monsters by 2.5x. Kind of okay to start, but you'll need a group of strong balance-type monsters.
Fire boosts the recovery of balance-type monsters by 2x. An essential member in fire teams.
Dark boosts the HP of dragon-type monsters by 2x. Not really used for its leader abilities, but he is the core member of 6.25x Grass/Dark dragon teams.
Light boosts the damage of god-type by 2x. He is the only god type with a 3 million total exp requirement. Again, outclassed by a better monster. However, still essential in light teams.

Also, there can never be enough magic swordsman. You can store up to 3 or 4 of them and just use them for fillers of your team. As for the leftovers, use them to raise the skills of your main swordsman. Yes, they are that good.


Toy Dragons

Basically, their active skill is to convert the gems which their element is effective against into recovery gems (think Siren). Their leader skill is a 50% damage reduction against their own element and another additional one. They have weak offense however.

Generally a pretty decent skill marred with weak offense and quite an unnecessary ability. Most of the times, the special dungeons are places where you will need the elemental resists, and you'll only need to resist one type since they are usual mono-color. If it is multi-colored, then toy dragons will not cover everything, so they are just slightly more useful.

I'll say not to get them as starters. Some of them are pretty great as members though, especially if you can get their skills maxed. Notable ones are Piedra (dark) and toytops (grass).


Elves

They have leader abilities that increase HP of their element by 2.5x, and active skills that negates damage from the element they are strong against for 3 turns (Fire healer/Orochi are usually better for that purpose). Coupled with their mediocre stats, not much of a use.

Don't get it for your starter.


Riders

All of them share the same leader ability, which is to increase damage from offense-type monsters by 2.5x. Their active skill is: "Convert their sub-element gems to their main element gems, and recovery gems to their sub-element gems".

They are sort of like an alternative (but deemed inferior for now) to your Magic Swordsman, if you will. However, no where as good as swordsmen to start off with.


Sengoku Characters

All of them are orb converters. They convert orbs of a certain element to those of their element. For example, Fire converts light to fire.

Fire's leader skill boost HP and Atk by 2x for all Balance monsters.
Water boosts all healers' stats by 1.5x.
Grass's boosts HP and Atk by 2x for all Offense monsters.
Light boosts all Physical monsters' stats by 1.5x.
Dark's boosts all Offensive monsters' stats by 1.5x.

They are pretty decent monsters by their own right, but not really recommended to start off with.



-----Gods/Devils diving line. Remember, gods are high maintenance but (usually) high rewards-----


Roman Gods

Finally, the gods. All of them have some sort of worth since they have ultimate evolutions, but obviously some are made better than the rest. Their leader ability is to resist their element by 50%. If they are ultimate-evolved, then they resist their sub-element as well (either light or dark).

Fire is kind of pointless, since the active skill deals fire damage at one of the enemy at 10x the value. Has a cooldown of 10 turns (lowest 5). Not the best of skills, generally deemed low tier. Do not start with it.

Water's main use is it's upgraded poison. At second stage/ultimate stage, it will inflict poison which will deal damage at 5x its attack, compared to the normal 1x by other poison monsters. Worth getting, usually a core member in water teams.

Grass is shitty. Active skill heals full health, but 20 turns cooldown. Don't start with it.

Light's active skill allows you to move the gems as you please for 10 seconds (when you fully evolve it).

Video shown is the same skill from another god.
It's a great skill for high offense team but has a 20 turns cooldown. It's ultimate evolution is incredibly cute though. But do not start with her, since light teams are expensive to assemble.

Dark's active skill inflicts 30% of a monster's current HP. Great for bosses with crazy HP, but replaceable by Hera, another god that has a 100% drop rate at her unique event hell dungeon. Still, a great addition to any dark team. However, the 30% reduction only applies for stage two, so it's a late game god. Not recommended to start with it unless you get its stage two version.

It's worth noting that the dark ultimate evolutions grant them devils subtypes as well, making them way more valuable than the light counterparts. The only exception is Venus, since the light/light version's 60% resist is incredibly useful.


Japanese Gods

Fire has an upgraded ability of the fire healer. At it's second stage, instead of inflicting 300% damage, it does 500%. Makes the earlier dungeons a breeze, but useless later on. Active skill inflicts 30x its attack as damage to a single opponent, but has a cooldown of 30 turns. Great to use as secondary accounts, best not to start with it.

Water (Orochi and Yamata no Orochi) is regarded hands down as one of the best gods in the game. It's leader ability, super sturdy, is an upgraded form of sturdy that activates at 50% instead of 70%. Also, it's active skill delays enemies attack for 5 turns. This is the only monster with the 50% sturdy. Because of its leader ability, it's best not to level it at all and keep it at the lowest level when you are starting off new. Once you are on your way and no longer requires the super sturdy skill, you can then level it up and slot it in a water team, god team, Horus team and etc. Forms the core for sturdy teams. Try not to start with it unless you are only playing a single account or is planning to use cash.

Grass has a leader ability that reduces all damage by 20%. It's active skill reduces all damage by 50% for 5 turns and has a cooldown at 20 (lowest 15) turns. It's leader ability is nothing impressive. If you maximized the level of its active skill, it has a specific role where you stuff three of them into a grass tanking team (3 monsters, each 5 turns 50% reduction for a grand total of 15 turns) with either Indian or Norse god as your leader. Don't ever start with this, unless you are planning to burn cash to get 3 of these.

Light (Ookami and Amaterasu Ookami) is regarded as the best babysitter in the game. At the second stage, its leader ability allows it to heal 500% of its recovery as long as you eliminate gems on that turn. At maximum level with +99 recovery, it can regenerate up to 4k+ HP a turn. Now combine that with Orochi and you have the core leaders for a sturdy team, where your team HP can go up to 8~9k. However, at its raw stats, its babysitting ability will only outshine Siren's when it reaches lvl70 at stage two (due to its inherently low recovery stats), meaning it is an incredibly late game monster. Also, its active skill (full HP recovery but 20 turns cooldown) means Siren is still widely regarded as the best healer in the game. Again, it is incredibly late-game and its stage one (only 100% recovery) is pretty damn useless compared to the healer girls. I'll leave it for you to decide if you want to start with this since this is a truly high investment high rewards monster. Also, if you do ever get one, stuff all your +1 recovery monsters to her, and NEVER EVER give her +1 HP monsters.

Dark, same active skills as Greece/Roman's light. Leader ability not great either (longer time to move your gems around). Not recommended to start off with.


Indian Gods

At stage two, Fire increases HP, atk and recovery by 1.5 times. The HP and recovery boost is very useful for fire teams. Also, its active skill drops opponents defense to zero for a single turn, and if they are destroyed on the same turn, the effect is carried over to the next. Decent starter.

Water increases HP, atk and recovery by 1.5 times. Active skill deals 5x the damage of its attack and heals half of the damage dealt. Not the best of skills, but the leader ability makes it worth it. However, water teams are costly to assemble, so make sure you are committed.

Grass increases HP, atk and recovery by 1.5 times. Active skill changes all water gems to recovery gems. An excellent god to start with. Regarded as the best offense->defense orb converter in the game, and thus is also ranked as one of the most versatile monster in the game. Feel free to start with her if you rolled her.

Light increases HP of all dragons and God types by 2x. Active skill reduces damage by 75% for 3 turns. Honestly, it is pretty much killed by the leader ability, while the active skill is not too hot either. Ultimate evolved form increases HP and atk of dragons by 2x. Considered by many as a nerf in the leader skills instead. Don't start with it.

Dark increases attack of all dragons and God types by 2x. Active skill deals damage depending on how much HP you have. Its leader skill is outclassed by the 2.5x ones, while the active skill is only useful in sturdy teams. Ultimate evolved form increases HP and rec of dragons by 2x. Not too useful considering the inherently shitty rec stats for dragons. Do not start with it.


Norse Gods

All of them basically has the same set of leader ability and active skills.

Leader ability: Increase attack and recovery of the same element and sub-type by 2x
Active skill: Increase attack of the same element by 1.5x for a single turn

Basically the best 2x element monsters out there thanks to their active skills and the additional 2x recovery. Complimented by other Norse Gods or the 3-element Indian gods.

However, the current latest version of PaD has the inclusion of ultimate evolved starters, who has the same leader ability as the Norse Gods. As such, the value of Norse Gods have diminished by quite a substantial amount. As a result, Indian gods are the much more valuable leaders now due to their HP increment.

Another thing to note is that the ultimate evolutions are actually much cheaper to raise in terms of the exp requirements. 1.5million exp as opposed to the 4million exp required by gods is nothing to scoff at. I am actually not too interested in the Norse leaders anymore.


Norse Gods - Odins

Grass is Odin and Awakened Odin. Both Odin's leader ability decreases damage taken by 80% when the health bar is full, while its active skill is Gungnir, where it deals 20x of its attack as light damage. It's leader ability allows it to set up defense teams similar to sturdy teams. If you get one, feel free to start with it. However, it's worth noting that Odin does not really function as well once you get into the technical dungeons.

Water is Mysterious Odin and Awakened Mysterious Odin. Its leader ability increases damage from god and water monsters by 2.5x, while active skill is similar grass'. It's actually pretty decent to start off with, but you'll have to do water/god teams, which is costly as hell.

Worth to note that Odins will only appear whenever there's a godfes event going on.


Egyptian Gods

Horus (Fire)'s leader skill boost the team's damage by 4 times as long as 4 or more different element attacks on the same turn. Active skill increases the damage of fire orbs. Incredibly strong, but requires skill to use. Beginner players may find it hard to fully utilize it at the early stages. Acknowledged by many as one of the best gods to start off with. Also has its use in Goemon teams.

Water's leader skill boost the team's damage by 3 times as long as 3 or more different element attacks on the same turn. Active skill heals you for 3x her recovery stat, which is kind of lame. However, her leader skill is easier to active compared to Fire Egyptian. She's pretty decent, though you'll have to sort of build a team around her. Her power is incomparable to that of Horus though. It's your choice whether you want to start with her.

Grass' leader skill boost the team's damage by 2.5 times as long as 4 or combos are fulfilled on the same turn. Her active skill is incredible, making all attacks do AOE damage for 3 turns. Hands down one of the best Egyptian gods for newbies, and she looks cute too. Versatile leader skill. Starting with her is a solid choice for newbies. However, with the ultimate evolved form of Bastet released not too long ago, her use in the game has extended by quite a bit. Starting at 2.5x multiplier for 4 combo, each additional combo will add in 0.5x multiplier till she hits a max of 4x at 7 combos. This makes her pretty damn versatile and easy to use for players looking for an easier time to hit high multiplier damage.

Light's leader skill boost the team's damage by 6 times as long as 5 different element attacks on the same turn. Active skill does 5000 AOE dmg and ignores all defense. A very hard god to use. A great option for advanced players.

Dark's leader skill boost the team's damage by 10 times as long as 10 or combos are fulfilled on the same turn. Active skill is counter for 5 turns. Again, another really difficult god to use, even though the damage multiplier is amazing. Do not start with him.


Greece Gods

All of them basically has the same set of leader ability and active skills.

3 elements Leader ability: Increase HP and atk of the same element by 2x
Light/Dark Leader ability: Increase all stats of the same element by 1.5x
Active skill: A combination of swordsman and heart->offense orb changers

All of them are excellent to start off, especially Persephone (dark). For the 3 elements, you can easily form a 242 team when coupled with a Norse God/Ultimate starter. Light/Dark has the same leader skill as the Indian gods, making them very versatile and valuable in higher stages.


Archangels

All archangels share the same leader skill, which is to boost the HP and rec stat of the same element monsters by 2x.

For the 3 elements, their active skills convert light orbs to orbs of their elements, and dark orbs to recovery orbs.
For light, he converts all orbs to recovery orbs.
For dark, as long as you has 2HP or above, he deals 300000 damage and reduces your HP to 1.

The 3 elements are pretty decent to start off with, though their leader skill clashes with the Xmas Dragons. One angel worth noting is the fire angel, since his recovery stats is impressively high for a fire monster.

Seraphim Lucifer (dark) is regarded as hands down the best monster for newbie to start off with. He is incredibly easy to use, and good dark monsters are easy to obtain. If you know what to do, you can easy powerlevel yourself quickly and leave the rest of the newbies in your dust.


Devils

They are the new set of monsters added into the game with the Devils type, and serves to function as the "gods" for the devils.

All of them (except dark) share the similar active skills where they reflect 3x the damage with their base element for 5 turns.
For dark, he deals 150000 damage to all light monsters.

Fire boosts the atk of Devils by 2.5x.
Water boosts all stats of Devils by 1.5x.
Grass boosts the HP and rec of all Devils by 2x. By far the most valuable devil in this series. She is the core leader for a stalling devil team or a cross-counter devil team. One of the few teams to be able to clear Zeus with 0 stones, but requires lots of investments.
Light increases all damage by 2.5x as long as your HP is above 50%. A great newbie monster.
Dark increases the atk and rec of all Devils by 2x. A pale shadow compared to Seraphim Lucifer.

If you are investing cash, you might want to consider starting off with grass devil.


Chinese Gods

The Chinese gods are actually a pretty strong set of addition to the gods family in terms of offense. For fire, water, grass and dark, they share similar passive and active skills. Basically for the passive skill, they offer a 3.5x boost a specific set of 3 element attack on that turn. For the active skill, they convert all orbs on the screen into the 3 types of element orbs, randomly arranged. Kirin (light) is different from the rest, so I'll touch on that later.

Feel free to start with any of the gods if you want to, but obviously there's some that are better than the rest.

Reiran (Fire) controls the elements fire, wood and light. The element set is kind of awkward, and is probably the least sought after god out of the four.
Karin (Water) controls the elements water, wood and dark. Pretty damn good, because you can easily do a pure 12.25x water with monsters like Ice-Hera (water/dark) and Chrono Turtle (water/grass). However, Chrono Turtle may be hard to acquire.
Meimei (Grass) controls the elements wood, light and dark. Ultimate evolved Wolf Hero fits the roll of grass/dark nicely, while you can use monsters like Dios Zeus and Saiga for grass/light. Awakened Athena, which provides strong burst damage by strengthening light and grass orbs, is also the new core member to be included in a Meimei 12.25x team.
Haku (Dark) controls the elements dark, fire and water. Not surprisingly, its base element and element set makes it the most sought after god out of the four. Easily paired up with stuff like Ice-Hera, ultimate dark toy (dark/water) and Fire-Hera (fire/dark). More importantly, you can combo Fire-Hera's skill with Haku's and do insane damage with strengthened fire and dark orbs. The 2 to 3 turn burst damage can totally outstrip any offered by conventional Horus teams.

Kirin (Light) is the unique Chinese god. Her passive skill offers you 5x damage whenever you eliminate light, water, fire and grass. Active skill removes 20% of the opponent's current HP. Basically the "new" Horus, Kirin teams are quite a bit harder to use than Horus (and just slightly easier than Ra), but offers quick 1~2 turns burst damage that can put even Ra teams to shame. Monsters include typical suspects like ultimate Valkyrie and Echidna. Ice-Hera usually fits in the role of water (or you can also select Orochi). Last slot can be offered to monsters like Light Sword, Zeus, Awakened Athena and etc.

Personally, I think you can start with any gods other than Reiran. Kirin is obviously the best choice, though she may be difficult to use for newbies. For newbies, you may wanna aim for Haku or Meimei.


Enforcers - Metatron

Light Metatron's passive skill boosts the atk of all recovery monsters by 3.5x whenever your HP is full. Her active skill your HP by 6x her recovery stat. She's sort of awkward to use, since the 3.5x at full HP can be a dual edged sword. Active skill is pretty meh, though it sort of helps out with her passive.

Dark Metatron boosts the atk of all Offense monsters by 4x when the HP is below 80%. For her active skill, she strengthens the light and dark orbs on the field. Pretty impressive monster, but one of the core in Offense monster comes from Eva #13, something which is not available to the US version as of now.

Dark Metatron can be a pretty okay start, but beware of the shitty recovery as well as the sub-par HP. Also, acquiring good Offense monsters (Dark rider for one) can be costly.

Similar to Odins, they only appear in the gacha during godfes.



My recommendations:
It is best to start with Seraphim Lucifer (brainless mode). Either that or Horus/Kirin (challenging route). You can consider Ra (light Egyptian) if you are confident of your skills. Thanks to the new ultimate evolution, Valkyrie is a great start as well since she forms a very powerful 9x healer team.

For pure elements, I'd recommend starting off with either Parvati or Persephone. Parvati scales well even late into the game and has a place in other teams such as Horus and etc, while Persephone has the great support of dark monsters. Or Seraphim Lucifer.

Other options includes Egyptian Grass (Bastet), Egyptian Water (Isis), Light Devil, Grass Odin or Archangels. With the inclusion of the new Chinese gods, Haku or Meimei are excellent options as well, especially considering the fact that you can easily convert your team to pure 12.25x elements in the later part of the game. Or Seraphim Lucifer.

For brainless easymodo, start with the fire swordsman (assuming you picked fire starter) or Loki. Or Seraphim Lucifer.

For babies' mode, go with Siren. Or Seraphim Lucifer.

If you are lazy and unwilling to grind for a good start like the retards we are, you can start with anyone whom I deem above as an okay monster to start with.

Side note: Amaterasu used to be an excellent start, but her value has diminished greatly to the point be becoming semi-useless outside of a few stages. I'll recommend against starting off with her in the current meta.
__________________

Last edited by zgmfx19a; 10-01-2013 at 09:35 AM.