
Iron Machine King - Legend Plus








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ATTENTION: All attribute cards are needed
Show all: Skills | ||||||||
FLR | Type | TRN | ATK | DEF | HP | Memo Loot | ||
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1 | ![]() | ![]() ![]() ![]() Reincarnated Burning Phoenix Knight, Homura | 1 | Skill | 492 | 2,018,084 | ![]() ![]() Passive. While HP is 76% or above, a single hit that normally kills it will instead leave it with 1 HP.. Skill Set 1 ![]() ![]() ![]() Pre-emptive Strike. Absorbs 100% of the damage you cause for combos 4 and under for 99 turns.. ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() > 75% HP, 100% Chance Skill Set 2 < 75% HP, 100% Chance. ![]() ![]() ![]() ![]() ![]() ![]() < 50% HP, 100% Chance, 1 time-use ![]() ![]() ![]() ![]() ![]() ![]() < 50% HP, 100% Chance ![]() ![]() < 1% HP, 100% Chance ![]() ![]() < 1% HP, 100% Chance | |
2 | ![]() | ![]() ![]() ![]() Reincarnated Torrential Fenrir Knight, Kamui | 1 | Skill | 492 | 3,656,302 | Skill Set 1 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% Chance, 1 time-use ![]() ![]() 100% Chance, 1 time-use ![]() ![]() 100% Chance, 1 time-use ![]() ![]() 100% Chance, 1 time-use ![]() ![]() 100% Chance | |
3 | ![]() | ![]() ![]() ![]() Reincarnated Ancient Dragon Knight, Zeal | 1 | 12,508 | 3,000,000 | 70 | Skill Set 1 ![]() ![]() ![]() 100% Chance. Will use repeatedly Pre-emptive Strike. Immune single hit damage over 100 for 10 turns.. ![]() ![]() ![]() ![]() ![]() 100% Chance 100% Chance. Will use when inflicted by status ailment Increases damage to 200% for the next 999 turns.. ![]() ![]() ![]() ![]() ![]() 100% Chance ( 17511 after Power Released ) 100% Chance. Will use when heal orb exists Deal 70% damage. Randomly spawn Jammer orbs from all Heart orbs.. ![]() ![]() ![]() ![]() ![]() 100% Chance ( 17511 after Power Released ) 100% Chance. Will use when heal orb exists Deal 70% damage. Randomly spawn Jammer orbs from all Heart orbs.. ![]() ![]() ![]() ![]() ![]() 100% Chance ( 7505 after Power Released ) 100% Chance. Will use when jammer orb exists >10% HP Deal 30% damage. Randomly spawn Heart orbs from all Jammer orbs.. ![]() ![]() ![]() ![]() ![]() < 10% HP, 100% Chance ( 75048 after Power Released ) < 10% HP, 100% Chance. Will use when jammer orb exists - Nullifies damage above 100Deal 300% damage. Randomly spawn Wood orbs from all Jammer orbs.. - Will attempt to use [Mind Breaking Hell Guidance] every turn. - Checks for jammers every other turn then use [Nothingness Light]. - Uses Normal Attack if no heal and jammer orbs. | |
4 | ![]() | ![]() ![]() ![]() Reincarnated Godly Knight of the Sky, Verche | 1 | Skill | 492 | 8,184,758 | Skill Set 1 ![]() ![]() ![]() < 10% HP, 100% Chance. Will use when jammer orb exists Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() ![]() < 10% HP, 100% Chance. Will use when jammer orb exists Pre-emptive Strike. Increases skyfall chance of Heart orbs by 15% for 5 turns.. Skill Set 2 100% Chance. ![]() ![]() ![]() ![]() ![]() ![]() ![]() < 10% HP, 100% Chance. Will use when jammer orb exists Deal 40% damage and converts 1 Random orb into Poison orbs.. ![]() ![]() ![]() ![]() ![]() 100% Chance ![]() ![]() 100% Chance - Uses [Saint Decision] + [Saint Poison] 3 times.- 4th turn uses [Shining Railgun] if poison left on the board. - Otherwise, heals the player and rotation starts over. | |
5 | ![]() | ![]() ![]() ![]() Reincarnated Chaos Dragon Knight, Voice | 1 | Skill | 492 | 2,218,370 | Skill Set 1 ![]() ![]() ![]() ![]() ![]() ![]() ![]() 100% Chance. Pre-emptive Strike. Deal 50% damage. Change the following column "O" into Dark orbs ----O- ----O- ----O- ----O- ----O- .. ![]() ![]() ![]() ![]() ![]() 100% Chance ![]() ![]() ![]() 100% Chance 100% Chance. Will use every 4 turns Binds all Dark attribute cards for 5-10 turns. This will also disable leader skills and awoken skills.. ![]() ![]() > 99% HP, 100% Chance ![]() ![]() < 10% HP, 100% Chance | |
6 | ![]() | ![]() Star Justice | 1 | Skill | 552 | 8,435,863 | -- ![]() ![]() Passive. Proceed to next floor when HP reaches 0.. ![]() ![]() ![]() Pre-emptive Strike. Player -99% current HP.. Skill Set 1 First turn. 100% Chance. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Randomly spawn Heart, Jammer & Poison orbs from non 3 Heart, Jammer & Poison orbs.. ![]() ![]() Puzzle starting point has been fixed.. ![]() ![]() 50% Chance ![]() ![]() 50% Chance 50% Chance. Deal 130% damage. Change the following row "O" into Wood & Heart orbs ------ OOOOOO ------ ------ ------ .. ![]() ![]() < 30% HP, 100% Chance < 30% HP, 100% Chance. Will use every other turn Deal 150% damage and reduces time limit of orb movement by 2 secs for 1 turn.. | |
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7 | ![]() | ![]() ![]() Iron Machine King, Star Justice | 1 | Skill | 798 | 12,780,618 | ![]() ![]() Passive. While HP is 50% or above, a single hit that normally kills it will instead leave it with 1 HP.. Skill Set 1 ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() Pre-emptive Strike. Increases cooldown of active skills by 4 turns.. ![]() ![]() 100% Chance ![]() ![]() 100% Chance ( 37780 after Justice Booster ) 100% Chance. Deal 100% damage. Change the following row "O" into Wood orbs ------ OOOOOO ------ ------ ------ .. ![]() ![]() 100% Chance ![]() ![]() 100% Chance ![]() ![]() 100% Chance ![]() ![]() ( 45336 after Justice Booster ) Deal 120% damage ( 3 hits, 40% per hit ).. ![]() ![]() 100% Chance, 1 time-use 100% Chance, 1 time-use. Will use with high chance on the 7th turn Increases damage to 200% for the next 999 turns.. ![]() ![]() < 70% HP, 100% Chance, 1 time-use ![]() ![]() ![]() ![]() ![]() < 50% HP, 100% Chance, 1 time-use ( 37780 after Justice Booster ) < 50% HP, 100% Chance, 1 time-use. Deal 50% damage and increases skyfall chance of Wood, Jammer & Poison orbs by 10% for 5 turns.. ![]() ![]() < 15% HP, 100% Chance ( 302240 after Justice Booster ) - Rotates through [Blade] -> [Punch] -> [Boomerang] while checkingfor player buff every turn. | |
7 | ![]() | ![]() ![]() Iron Machine Emperor, Another Justice | 1 | Skill | 1,372 | 13,933,417 | ![]() ![]() Passive. While HP is 50% or above, a single hit that normally kills it will instead leave it with 1 HP.. Skill Set 1 ![]() ![]() ![]() Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns.. ![]() ![]() ![]() Pre-emptive Strike. Increases cooldown of active skills by 3-5 turns.. ![]() ![]() 100% Chance ![]() ![]() 100% Chance ( 42294 after Justice Booster ) 100% Chance. Deal 100% damage. Change the following row "O" into Water & Poison orbs ------ OOOOOO ------ ------ ------ .. ![]() ![]() 100% Chance ![]() ![]() 100% Chance ![]() ![]() 100% Chance ![]() ![]() 100% Chance ( 59208 after Justice Booster ) ![]() ![]() 100% Chance, 1 time-use 100% Chance, 1 time-use. Will use with high chance on the 7th turn Increases damage to 200% for the next 999 turns.. ![]() ![]() < 70% HP, 100% Chance, 1 time-use ![]() ![]() ![]() ![]() ![]() < 50% HP, 100% Chance, 1 time-use ( 50753 after Justice Booster ) < 50% HP, 100% Chance, 1 time-use. Deal 50% damage and increases skyfall chance of Water, Jammer & Poison orbs by 15% for 5 turns.. ![]() ![]() < 15% HP, 100% Chance ( 676704 after Justice Booster ) - Rotates through [Blade] -> [Punch] -> [Boomerang] while checkingfor player buff every turn. |
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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 Mazzura@PF#6694 5 years ago ( 9.2.1 ) Customary disclaimer before rage is directed at me for heavy REM: 1000+ day, light IAP player posting what worked for me and answering any questions. 0 stone run. Entire team is Pentamax'ed: Around 25k health Parvati - ST = Soul Cure with rainbow latents Spica - ST = Astray Mist with RCV latents Australis - No ST with attack latents Verdandi - No ST with rainbow latents SDG Saiga Another - No ST with rainbow latents Parvati - ST Quick Heal with rainbow latents Basically sat on the PDX info page doing my research before every move so I knew what would likely happen next. Used skill if necessary to prevent death. I lived at one point with 38 health and was able to recover. So yeah, you walk into this blind and your 99.99% dead. The all att required is also a huge pain depending on available subs. Definitely had to run a sub-optimal Parvati team. TLDR; This dungeon is quite difficult and requires a very specific team as well as a thorough understanding of every floor. 2 By ngrdix#6724 5 years ago ( 9.2.1 ) Co-op team that works: P1: ALB, Hathor L/B, Verdandi G/R, Gronia, G/D, Dios P2: ALB, Jize D/G, Raph L/R, Skuld B/G, Dios F1 - P1: Hathor, ALB (or Verd then ALB if not enough orbs) F2 - P2: ALB F3 - P1: pass P2: Jize F4 - P2: pass P1: Gronia F5 - P2: Skuld F6 - P1: Dios swipe F7 - P2: Raph + Dios P2: 1c to kill Everything green on the teams was hypermaxed. 1 Alisha#39435 5 years ago ( 9.2.1 ) Thank you so much for this team. My husband and I made a team with the cards we have based off of this team and had great success. After trying many other teams, I came here for a team suggestion and was psyched to see ALB get there. me: ALB, Hathor, Verdandi, Zuoh, Dios him: ALB, Robin, Raphael, A.Karin, Dios We pretty much followed the same idea as far as pops but tailored it to fit what we had and who was carrying it. The best news? On our LAST run through the dungeon that night, who would appear but ANOTHER JUSTICE. PAD win. Husband edit: both ALB, Verdandi, Raph and both Dioses were the only hypermax cards; I was a little sketchy about the damage output, but not a single worry was to be found. -Kitshark/Sharktamer Last edited by Alisha 5 years ago ( 9.2.1 ) 1 By FlyingKing#82064 5 years ago ( 9.2.1 ) *Scrools down to Justice's attacks* JUSTICE JUSTICE JUSTICE JUSTICE JUSTICE JUSTICE JUSTICE Gee, I wonder what he fights for. 1 By Frozenbutt#85065 5 years ago ( 9.0.3 ) Helllooo Machine Killers. 1 nathan@N17#37737 5 years ago ( 9.2.1 ) I would actually advise you to NOT bring machine killer. Resolve + insane attack + machine killer = death. I died using ronove because I did too much damage 1 By Mr-ex777#91897 5 years ago ( 9.0.3 ) This is stupid from what i saw of the data. If you go in blind you will die 100%. Beware. 0 By nathan@N17#37737 5 years ago ( 9.2.1 ) Why do people keep talking about doing this blind. I've never seen so many people talk about it 0 By Mystic#31975 5 years ago ( 9.2.1 ) Wait Star Justice has a resolve that only happens if Tsubaki is on the team? Interesting. 0 By greggy#88218 5 years ago ( 9.2.1 ) It's not shown in the information page, but Heavenly Guide Suzaku, Leilan can invade. Appeared on Floor 5 for me. 0 By Mystic#31975 5 years ago ( 9.0.3 ) It's chill, its just all the Reincarnation Knights. Super Easy. 0 Chinny#61703 5 years ago ( 9.0.3 ) They just have the health of tanks. and probably hit like tanks too. 0 Lucario#58942 5 years ago ( 9.0.3 ) Well, Zeal do have a preemptive 100 damage nullifying shield, and keeps breaking your heart orbs into jammers. I guess it's time for cerberus rider to shine? 0 By Frozenbutt#85065 5 years ago ( 9.2.1 ) Ugh, Resolve. 0 Mr-ex777#91897 5 years ago ( 9.2.1 ) Trust me; Starjustice and Anotherjustice are anything BUT justice. You will quickly know. 0 By nathan@N17#37737 5 years ago ( 9.2.1 ) Ronove says psh (just make sure to make your sets in 3s against the boss, can very easily do too much damage and kill yourself) 0 By Boromir#75874 5 years ago ( 9.2.1 ) Is Zeal glitched? He's not absorbing any of my damage and I just had one sub hit him with 200K+. 0 By Boromir#75874 5 years ago ( 9.2.1 ) Pretty easy for Saria x Thor, old meta. Saria / Baal [SDK] / Venus [Saria] / ADQXQ / Ana Valk / Thor 0 By Derek71#82342 5 years ago ( 9.2.1 ) A. Apollo / Newlywed Satsuki / Wukong / Alcyone / Raphael / A. Apollo. Skill maxed, a few +'s, no inherits. 2.55 / 22.95 / 2.55. REM heavy? Sure, but like Mazzura@PF, 1000+ days will get you a collection, even if you're not IAP. Raph is good for the endgame resolve, but with good healing, you can still get the boss under the resolve limit and strike from there. 0 Derek71#82342 5 years ago ( 9.2.1 ) A few hints: FL1: If you overkill the resolve, Homura will disable your awoken skills for three turns. Don't kill or you'll get skill-bound on the next round. Instead, throw four hits or less--he will heal and go back to his jammer attacks. Stall until the effect wears off, then take him out. FL3: As written elsewhere, if you leave the jammers, they turn into hearts on the next round. Just keep pinging him down. This is a good opportunity to let skills recover. FL4: Keep attacking until three poisons show up. Use Alcyone to convert them, but don't throw a big attack. On the next round, Verche will heal you. Now attack. FL6: After the gravity, will need Wukong or Raph if you don't have hearts on the board. FL7: If you are super-lucky, Raph followed by Apollo followed by skyfall wood will take the boss to 1. He won't be able to hit you back. More likely, though, continued attacks and healing will get you under the threshold. Then throw your big attacks. 0 By Jewbag#95408 4 years ago ( 9.5.1 ) Quick tip if you're having trouble with floor 3 try getting shin from the fist of the north star colab he deals 77 damage true damage. 0 By Sonofyin#8820 4 years ago ( 9.6.3 ) My farm team for Star Justice- Revo Haku leads Sub Revo Haku Awoken okun Archangel Raphael Khepri Wipe first two floors, don't even worry bout resolve or awoken skill bind. Revo Haku tanks quite a bit and can heal a lot, which is the key to this team. Remember that two prong and 7 combo awoken skills are the main source of dmg on this team. Third floor I ping down his hp and keep jammers on the board so he can turn them to heal orbs. This is important toward the end when he does celestial wicked exorcism. If not near full hp, this can kill. Otherwise Haku can tank it reliably. Fourth floor is nothing, just wipe. Fifth floor is a waiting game on his dark absorb. Once at one turn left of dark absorb, pop awoken okun to delay the onslaught of binds. If he does end up binding you because you forgot to pop okun, it's survivable but tedious. Row heals to rcv binds. However, try to kill him during the delay for a fast run. Sixth floor wipe. Use a Haku skill if necessary. I like to also use khepri's active here to make sure I go over 7 combos due to Revo Haku's awoken skill. If I had an inherit on her, I'd probably use her for the final floor though. Seventh floor, have something inherited on Haku and Raphael. Doesn't matter what since it's only supposed to counter the preemptive delay. Pop Haku and Raphael. Raphael makes it so that the resolve is nothing to worry about. If you can't kill in one turn that's fine since Raphael's skill voids dmg for two turns. So basically two turns to kill. Just do two prongs and go over 7 combos. Should finish him off. I think the Revos with dmg reduction in Haku's series can all take on this dungeon reliably. Just have the key actives like a delay for the fifth floor and a resolve counter for the seventh. Hope this helps. Good luck with invades and arm drops. 0 By daniel#35270 4 years ago ( 12.0.3 ) What’s the invade rate for left hand? I’m 0/10 right now. Update: 0/15 Last edited by daniel 4 years ago ( 12.0.3 ) -1 By Greg!#39904 5 years ago ( 9.2.1 ) Very doable with a Superman team! As usual, you will definitely need Raphael. Awoken Orochi isn't necessary, but definitely recommended for Zeal. Just make sure that the team that defeats Justice's first form is NOT the one that has Raphael in it. This is to avoid his skill being delayed. Cheers, and good luck boys! -1 By meimei#61435 5 years ago ( 9.2.1 ) Pretty easy to do blind with Miru. Used Zuoh who also combos with ADQXQ as a bonus to cover all attritbutes. -1 By misticspea#101589 3 years ago ( 13.0.1 ) To test out my Minerva cheese team,this was the dungeon I tested it out on.Starts with Homura,a fire type.Took 20-ish minutes,thouch I beat it! |
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Suggest a build Note: Stones and estimated times are still based on monster level, monster skill level, individual player skill, initial orb spawn and luck. Due to these factors, down votes have been disabled for the original poster. |
Stone = Estimated number of stones to clear this dungeon Time = An approximation based on each individual build |
- Star Justice Descended! - Legend Plus |
》Quick Bomb
. . . . 123/388/389 non-Awoken Minerva
. . . . 273 Baby Match Plus
. . . . 438 Super Daruma
. . . . 816 Don Domovoi
. . . 1281 Chika & War Deity Minerva -- if ever they come to NA
》Youth Light -- from PAD Academy REM
. . . 2816 Red Riding Hood
. . . 2817 Snow White
. . . 2818 Thumbelina
. . . 2819 Cinderella
. . . 2820 Sleeping Beauty
. . . 2823 Aloof Delinquent, Dark Dragon Swordsman
》Hell Fang
. . . 1918 Battle Flower Spirit, Mandrake
. . . 2102 Cerberus Rider
. . . 2884 Bad Zeal -- coming in Black Contract Dragon
》674 Robin+E.Stick -- AFTER buffs arrive from Japan
》2922 Yang Guifei -- when she comes to NA
For a 2% invade/seraphis part drop you want to waste as little time as possible.
Even without alb I've been using Dios as a lead with a friends ALB to farm it and it's basically skill>kill.