
Dragon's Evil Domain - Annihilation








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Note![]() ![]() | |||
- All player cards will start at level 1. - The cards will level up by progressing through the floors. - Experience gained will be based on which enemies are spawned. - The experience gained by each card will be based on cost. The lower the cost, the more experience gained. |
Show all: Skills | ||||||||
FLR | Type | TRN | ATK | DEF | HP | Memo Loot | ||
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![]() | ![]() Latent TAMADRA (Skill Delay Resist.) | 1 | Skill | 1,000,000 | 35 | ![]() ![]() ![]() Pre-emptive Strike. Increases cooldown of active skills by 2 turns.. ![]() ![]() 100% Chance - Invades during special events | ||
Show all: Skills | ||||||||
FLR | Type | TRN | ATK | DEF | HP | Memo Loot | ||
1 | ![]() | ![]() ![]() Unleashed Knight Dragon King, Nordis | 1 | Skill | 784 | 6,648,160 | ![]() ![]() ![]() ![]() Passive. 50% Wood & Light damage reduction.. Skill Set 1 ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() ![]() Pre-emptive Strike. Binds all Dark attribute cards for 3 turns. This will also disable leader skills and awoken skills.. Skill Set 2 30% Chance. Will use when >20% HP ![]() ![]() Increases damage to 200% for the next 2 turns.. ![]() ![]() Skill Set 3 30% Chance. Will use when >20% HP ![]() ![]() Deal 100% damage ( 2 hits, 50% per hit ).. ![]() ![]() ![]() Absorbs 100% Water damage for 1 turn.. Skill Set 4 30% Chance. Will use when >20% HP ![]() ![]() Increases cooldown of active skills by 0-1 turns.. ![]() ![]() Deal 110% damage.. ![]() ![]() < 50% HP, 100% Chance, 1 time-use ![]() ![]() < 50% HP, 100% Chance, 1 time-use ![]() ![]() < 20% HP, 100% Chance ( 191360 after His sword is raised ) - 9568 Preemptive attack if no dark card is on team- Skill Set damage numbers are before 2x buff - Will only use one [Brave Resistance] | |
2 | ![]() | ![]() Broad-Minded Hell Demon, Scarlet | 1 | Skill | 970 | 6,951,181 | Skill Set 1 ![]() ![]() ![]() < 20% HP, 100% Chance. Will use with highest priority Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() < 20% HP, 100% Chance. Will use with highest priority Pre-emptive Strike. Reduces time limit of orb movement by 1 sec for 99 turns.. ![]() ![]() ![]() ![]() ![]() 100% Chance 100% Chance. Will use when jammer orb exists >50% HP Deal 150% damage and converts all Jammer orbs into Fire orbs.. Skill Set 2 100% Chance. Will use if other skills not used ![]() ![]() ![]() ![]() ![]() ![]() ![]() Skill Set 3 < 80% HP, 60% Chance. Will use when >50% HP ![]() ![]() 100% Chance. Will use when jammer orb exists >50% HP Deal 100% damage. Change the following row "O" into Fire, Dark & Jammer orbs OOOOOO ------ OOOOOO ------ OOOOOO .. ![]() ![]() 100% Chance. Will use when jammer orb exists >50% HP Increases cooldown of active skills by 0-2 turns.. Skill Set 4 < 50% HP, 100% Chance, 1 time-use. ![]() ![]() 100% Chance. Will use when jammer orb exists >50% HP Binds Both Leaders for 1 turn. This will also disable leader skills and awoken skills.. ![]() ![]() 100% Chance. Will use when jammer orb exists >50% HP Increases damage to 200% for the next 999 turns.. Skill Set 5 < 50% HP, 100% Chance. Will use when >20% HP ![]() ![]() ![]() ![]() Skill Set 6 < 20% HP, 100% Chance. ![]() ![]() 100% Chance. Will use when jammer orb exists >50% HP Deal 20% damage. Change the following row "O" into Fire, Dark, Jammer & Poison orbs OOOOOO OOOOOO OOOOOO OOOOOO OOOOOO .. ![]() ![]() | |
3 | ![]() | ![]() ![]() Giant Arched Sea Dragon King, Volsung | 1 | Skill | 1,372 | 10,074,963 | ![]() ![]() Passive. While HP is 54% or above, a single hit that normally kills it will instead leave it with 1 HP.. Skill Set 1 ![]() ![]() ![]() ![]() ![]() Pre-emptive Strike. Increases skyfall chance of Fire & Water orbs by 20% for 99 turns.. ![]() ![]() ![]() ![]() ![]() Pre-emptive Strike. Fire & Water orbs will drop as locked orbs for 99 turns.. ![]() ![]() < 90% HP, 100% Chance, 1 time-use ![]() ![]() < 80% HP, 50% Chance < 80% HP, 50% Chance. Will use if no other skills are rolled Deal 150% damage ( 3 hits, 50% per hit ).. ![]() ![]() < 80% HP, 50% Chance < 80% HP, 50% Chance. Will use when above 20% HP Deal 100% damage. Change the following row "O" into Water orbs ------ ------ OOOOOO ------ ------ .. ![]() ![]() ![]() < 65% HP, 100% Chance, 1 time-use ![]() ![]() < 50% HP, 100% Chance, 1 time-use ![]() ![]() < 50% HP, 100% Chance, 1 time-use < 50% HP, 100% Chance, 1 time-use. Disable active skills for 10 turns.. ( Trigger when any of ![]() ![]() Skill Set 2 < 50% HP, 100% Chance, 1 time-use. ![]() ![]() ![]() ![]() ![]() ![]() < 20% HP, 100% Chance Skill Set 3 < 1% HP, 100% Chance. ![]() ![]() ![]() ![]() ![]() < 20% HP, 100% Chance. Deal 2500% damage and binds 6 Random cards for 5 turns. This will also disable leader skills and awoken skills.. | |
4 | ![]() | ![]() ![]() Crystal Wind Dragon Queen, Linthia | 1 | Skill | 1,568 | 14,521,764 | Skill Set 1 ![]() ![]() ![]() ![]() < 20% HP, 100% Chance. Pre-emptive Strike. Increases skyfall chance of Poison orbs by 20% for 99 turns.. ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% Chance, 1 time-use 100% Chance, 1 time-use. Increases skyfall chance of Fire & Light orbs by 20% for 99 turns.. ( Trigger when any of ![]() ![]() ![]() ![]() 100% Chance, 1 time-use 100% Chance, 1 time-use. Deal 110% damage and hide all orbs on the board. Moving the orb will reveal it.. ( Trigger when any of ![]() ![]() ![]() ![]() 50% Chance 50% Chance. Will use when above 50% HP Deal 140% damage. Change the following column "O" into Fire orbs O----- O----- O----- O----- O----- Change the following column "O" into Wood orbs -----O -----O -----O -----O -----O .. ![]() ![]() 50% Chance ![]() ![]() ![]() < 90% HP, 100% Chance, 1 time-use < 90% HP, 100% Chance, 1 time-use. Binds 3 Random cards for 3 turns. This will also disable leader skills and awoken skills.. ![]() ![]() < 50% HP, 50% Chance < 50% HP, 50% Chance. Deal 140% damage and hide all orbs on the board. Moving the orb will reveal it.. ![]() ![]() < 50% HP, 50% Chance < 50% HP, 50% Chance. Will use when above 20% HP Deal 150% damage. Change the following column "O" into Wood orbs --OO-- --OO-- --OO-- --OO-- --OO-- .. ![]() ![]() < 40% HP, 100% Chance, 1 time-use ![]() ![]() < 20% HP, 100% Chance | |
5 | ![]() | ![]() ![]() Lightning Sky Stubborn Dragon King, Gainaut | 1 | Skill | 1,764 | 17,552,566 | Skill Set 1 ![]() ![]() ![]() ![]() ![]() ![]() < 20% HP, 100% Chance. Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() 100% Chance, 1 time-use ![]() ![]() 100% Chance, 1 time-use ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() < 70% HP, 100% Chance, 1 time-use < 70% HP, 100% Chance, 1 time-use. Increases skyfall chance of Lethal Poison orbs by 20% for 2 turns.. ![]() ![]() < 70% HP, 100% Chance, 1 time-use ![]() ![]() ![]() < 70% HP, 100% Chance, 1 time-use < 70% HP, 100% Chance, 1 time-use. Binds all Water attribute cards for 5 turns. This will also disable leader skills and awoken skills.. ![]() ![]() < 50% HP, 33% Chance < 50% HP, 33% Chance. Deal 160% damage. Change the following column "O" into Jammer orbs O--O-- O--O-- O--O-- O--O-- O--O-- .. ![]() ![]() < 50% HP, 33% Chance < 50% HP, 33% Chance. Deal 160% damage. Change the following column "O" into Jammer orbs -O--O- -O--O- -O--O- -O--O- -O--O- .. ![]() ![]() < 50% HP, 34% Chance < 50% HP, 34% Chance. Deal 160% damage. Change the following column "O" into Jammer orbs ---O-O ---O-O ---O-O ---O-O ---O-O .. ![]() ![]() ![]() < 50% HP, 100% Chance < 50% HP, 100% Chance. Will use when jammer orb exists >20% HP Deal 220% damage and change Jammer orbs into locked orbs.. ![]() ![]() ![]() < 50% HP, 100% Chance < 50% HP, 100% Chance. Will use when jammer orb exists >20% HP Deal 220% damage and change Jammer orbs into locked orbs.. ![]() ![]() < 20% HP, 100% Chance | |
6 | ![]() | ![]() ![]() ![]() Maleficent Phantom Dragon King, Zaerog∞ | 1 | Skill | 2,568 | 16,419,498 | ![]() ![]() ![]() Passive. 50% Dark damage reduction.. Skill Set 1 ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() Pre-emptive Strike. 75% damage reduction for 1 turn.. ![]() ![]() First turn. 100% Chance ![]() ![]() ![]() First turn. 100% Chance First turn. 100% Chance. Will use if nothing to dispel Binds 3 Random cards for 2 turns. This will also disable leader skills and awoken skills.. ![]() ![]() ![]() ![]() ![]() 100% Chance 100% Chance. Will use if poison orb exists Deal 200% damage and converts all Poison orbs into Lethal Poison orbs.. ![]() ![]() 33% Chance 33% Chance. Will use when above 30% HP Deal 120% damage and hide all orbs on the board. Moving the orb will reveal it.. ![]() ![]() 33% Chance Skill Set 2 33% Chance. Will use if >30% HP ![]() ![]() ![]() ![]() ![]() ![]() Skill Set 3 < 50% HP, 100% Chance, 1 time-use. ![]() ![]() ![]() ![]() ![]() ![]() < 30% HP, 100% Chance, 1 time-use ![]() ![]() < 30% HP, 100% Chance |
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In normal dungeons, rare monsters have approximately a 2-5% drop rate based on player experience. The rate may be slightly higher for harder difficulty tiers. For end game bosses, the estimated drop chance per difficulty is: Mythical 100%, Legend 100% ( 40% If a Mythical Dungeon is available ), Master ~40%, Expert ~5%, Adept ~2%. |
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2 By gargoyle#45619 5 years ago ( 9.0.3 ) I see why it's called "Special". You have to be touched in the head to attempt it. 1 By Chinny#61703 5 years ago ( 9.0.3 ) I had to build specialty teams to tackle each of their dungeons... And now I have to come up with a team that can deal with Nordis with level 1 cards, Scarlet's 20k+ hits per turn, Volsung's resolve and skyfall gimmick, Linthia's constant debuffs (bye-bye marionette teams), Gainaut's board locking and 30k attacks that jam whatever ISN'T locked, and then deal with a Z8 that has 16 mil hp. This is going to be fun. *laughs maniacallly* -1 nathan@N17#37737 5 years ago ( 9.0.3 ) This is what happens when you get the dragon callers with their high defense and burst leaderskill potential 0 By SirJeivus#73189 5 years ago ( 9.2.1 ) This dungeon is now trivialized by ALB: https://www.youtube.com/watch?v=K3FTogKlEC8 0 By Greg!#39904 5 years ago ( 9.0.3 ) One word: HOW 1 FatTire#32187 5 years ago ( 9.0.3 ) Quite possibly with Neptune. Hear me out on this, with multiplayer your HP is >30k so effectively 120k with rcv to match by last floor and in a good row team every member will hit for at least 1M when you spike (my team is >2-3M at max lvl, but you dont need an apex team and it's unclear how fast you will level so assuming lower is safer). The only gimmick you need is 50% grav (ZHera + A-Hera-is or 2x Hera-Is) for floor 4 which means one of the players will be slightly handicapped. Floor 1: he has commically low damage and you resist so just plunk away until you feel it's a sure kill (and dragontree shield isnt up) then spike. Floor 2: skills to OHKO - which as its water-vs-fire should be cake. Floor 3: hit to <90% in 1-2 turns then try not to kill too quickly as you need all skills up and risk death if you take him below 50%. Once skills are up spike him - Neptune's poison negates resolve so only the skills being up matters. Floor 4: No one likes Linthia. Use your gravs to get her under 50% then stall out the awoken bind and stall long enough to have 1 Neptune and spike leftover then kill. Easily the hardest part due to the poison skyfall. Floor 5: His impressive ~18M HP is less than 9 when accounting for attribute, so its entirely possible to OHKO him, whether or not you want to do that will depend on what skills you have up. Ideally you want 2 spikes for the last round to be sure you can kill and you absolutely need at least one good spike ready to go unless you want to risk stalling on Zaerog. If you do want to stall here than take him below 50% but above 20% (i.e. don't go crazy with a 3 row match or anything as he is dangerous below 20% and Neptune is stronk!). Floor 6: He can do solid damage if there is poison on the board and Lynthia's active makes that a crapshoot. Without poison he isnt that bad given your resistance. You can either try for a OHKO or if you have the skills for two spikes you can try to hit him to 60% then kill easily. Don't hit below 30% or you will feel silly since it's the last floor and you did 99% of the work already :). Enjoy and post a pic/vid link if it works! Edited in light of esperstron's remarks about gainaut. Last edited by FatTire 5 years ago ( 9.0.3 ) 0 yopster89#75388 5 years ago ( 9.0.3 ) ra dra 1 shot every floor just bring okuni for volsung orochi for linthia 0 You're overestimating Neptune's firepower here; x6.25 with gimped levels is going to do chump damage. Better to bring Courage Machina and just go for 0 damage clears; just bring inherited orochi and bind-heal(Gainaut isn't going to replace poisonfall for you, and will bind your waters instead) 0 Esperstron, Neptune's damage is just fine. 12-18 M is easy with skills (at max level with 0+ eggs) and stalling is easy with the double resist so I would ardently disagree on that point. Whether or not it will be enough to OHKO zaerog8 consistently is debatable unless one player invests the +eggs to make it a sure thing, but it would be easy for most teams if done in two hits. However, despite the page info not mentioning that only one of the water bind or poison skyfall will be used, a quick check of gainaut's page renders clear that you are right and I missed it. Thus while the bind in and of itself is not threatening since leaders are immune, the continued poison skyfall and fact that zaerog will then hit you much harder means that it very well may not work and will certainly be harder than i initially though (it really would be a breeze if you could get rid of poison skyfall). Thanks for spotting the error/omission - though I'm still hoping some people will try it and post a video either way, Neptune is awesome and can take down a lot more than most people think for those willing to do a little grinding. Last edited by FatTire 5 years ago ( 9.0.3 ) 0 By Alisha#39435 4 years ago ( 9.5.1 ) ALB Hype: My husband and I farm for SDR tama with ALB. Our strat is team A: ALB (gravity inherit not necessary but I had it left over from another dungeon), 2x Dios, Australias, Jord. team B: ALB (spike inherit- we used Izanagi but enhance etc will work just fine), 3x Dios, GrOdin. Instead of investing heavily in SDR tamas, we chose to inherit skills with long cooldowns onto our monsters so if we get delayed, it’s no big deal. Fl 1: Dios Fl 2: Dios, swipe Fl 3: Jorg, Australias Fl 4: GrOdin, Dios, clear locked orbs Fl 5: Dios, clear locked orbs Fl 6: turn one- make one combo turn two- clear locked orbs turn three: Dios, spike, kill matching locked orbs It is pertinent that you one shot floors 4 and 5 so that you have a buff (green skyfall) up for Z8 to dispel (as me how I know 😛 ). Basically, if you screw up at all, you’re dead. Took us a handful of tries to get it down, but we have a near 100% success rate (all derp aside). 0 By Justin#13721 5 years ago ( 9.2.1 ) I get it. Some people REALLY want SDR Tama, but can't you just run Predra dungeon? I seriously don't see the reward in this. Unless some people get off on the sake of a challenge. 2 Chii#16083 5 years ago ( 9.2.1 ) Since others seem too busy farming this to reply, the tama here really is the reward (better rates than predras), along with the xp reward (behind a certain threshold it'll continuously rank you since it's on arena1 level without invades). If you have the guide teams (acc/alb being the most common leads) you can farm this with buttuon>swipe teams and easily get 5+ sdrs per hour. 1 I see the xp now, thank you for clarifying. -1 I've been playing pad since jan 2013 and that's what I was saying and i quote "SOME" people want the Tama, and "I DON'T see the reward." but enlighten me please since you clearly know the motivations of all the pad players. Last edited by Justin 5 years ago ( 9.2.1 ) -2 mic#21853 5 years ago ( 9.2.1 ) Obviously you haven't been playing very long. Because, yeah, that's exactly what people here do. The SDR Tama isn't the goal, but it would definitely make the run easier when he shows up. 0 By Mr-ex777#91897 5 years ago ( 9.0.3 ) The dungeon that turns your puzzle board into a living disaster. 0 By Crizzle#68343 3 years ago ( 12.0.3 ) Reliable solo SGD farming team: - Zeus Verse (Astalos Flashblaster inherit will help with SGD invades) - Amaterasu (New Year version preferable, as the devil killer will help with with Scarlet, but any version with the same active skill will do. LMeta should work too.) - Dragonbound Kiri (Dragon killer Tsubaki will do in a pinch, preferably stacked with devil killer latents) - DAthena (Really, anyone with a delay that will be up in time for Volsung should work here) - Odin Dragon (Or at least someone who can clear 5+ rounds of awoken bind. Note, though: When I tried using Gungnir here, the absorb increased my max HP, effectively taking me off full health). - Friend: Edward Elric (You can use another Zeus Verse, but Elric, if max skilled, should give you a full heal by the last floor, if not earlier, in case you get skyfall poisoned. His active also gives you another way to one-shot Zaerog if you don't have enough blue/red orbs). Floor 1: Pop Ama, match blue orbs (red if Tsubaki) and combo to kill. Floor 2: Light TPA or 7c to kill. Floor 3: Pop your delay, kill at leisure (stall for Elric's skill if you can). Floor 4: Pop OdinDra, blue(red) + combo to one-shot. Floor 5: Blue(red) + combo to one-shot. Floor 6: Pop Kiri, blue + combo to one-shot. If not enough blue orbs, pop Elric and focus on light TPAs. If playing Tsubaki, pop both. If you don't kill him on the first turn, he'll bind you, but Ama's AS should be up again, so pop that, then finish him off. For SGD invades, 6+ combos and light/dark TPAs will do the trick. Last edited by Crizzle 3 years ago ( 12.0.3 ) -1 By Guest#94926 5 years ago ( 9.2.1 ) I know it sounds weird, but i did this on my 3rd attempt SOLO and 0 stone last night. This was my build (all were 297 plus, none had skill inherited): Awoken Umisachi Sarasvati (never really used her but she has 3 skill boosts and is full blue att.) Summer Metatron Awoken Orochi Awoken Neptune Awoken Umisachi friend You need some luck so you don't get light orb trolled. 1st floor: you will get dark binded, so use metatron, stall one turn (hope you don't get skill delayed) Use umisachi if needed and kill. 2nd floor: stall one turn (hope you still have light orbs afterwards) Use umisachi if needed and kill. 3rd floor: he helps by giving you increased blue skyfall (which is why i didn't use sarasvati) don't stall, he likes to use skill delay, use neptune and kill (the poison will end him before the resolve kicks in). 4th floor: use Orochi, and stall while fixing your board for the kill (DON'T kill until her timer is 1 turn, other wise you will still have awoken skill bind next round). 5th floor: you most likely have umisachi up again, so use him for a OHKO. 6th floor: he has 75% shield, so use one combo of either green or dark (remember umisachi makes heal to dark and poison to green) to ping him (so he takes the shield away), he's going to bind, so use metatron and umisachi afterwards to OHKO. ... do your victory dance afterwards. Last edited by N/A 5 years ago ( 9.2.1 ) |
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- Special Descended Rush - Annihilation |
Only six floors, 99 stam cost at 1223 exp/stam. And it's easily farmable by heart cross teams. I normally farm Arena 3 with Sumire when I don't have anything else to do, but this will be much faster.