By russia: super easy team to put together. nothing needs to be evolved/leveled but max awoken ogre gives two skill boosts. just be careful stalling on f1. use shiva's skill on f2 then the chimeras on each floor. if you have your own shiva then just have friend be any red monster to make stalling easier.
By Jem: Stall with hearts, reds and purples until you can use skills. Mask will kill all three spirits at once. Final level, use Neptune, move one orb. Takes them all out.
By gd1: Try to have 70% hp with awakened auto recovers after calculating ally lead hp. Everything min level possible. Save up solar lazer if you need it (last wave prolly). Save up earth orbs. With 1500 autorecover you don't even need heal orbs if hp <2142.
By Sanspai@PF: A easy build Resolve team. Works like any other resolve, but in this case, the rcv has a fundamental role.
Stall during the first floors to get the orbs and/or the abilities you need(the leeks' iron stance are useless sadly), siren is better max skilled, in case you get orbtrolled and can't recover.
Siren can switch to alraune
By Dyinanic: Odin fully awoken. You really only need one Odin, but having two is good for the skill boosts. Defense breaker should be Max skilled, but if he's not then just stall a little. Use Echidna or poison in emergency, like when 3 synced dub lits spawn on floor 4. always kill the synced dub lits first, and use gungnir on the boss.
By Longbeard: Stall for Bane and poison. Friend can be anyone, wood or light makes it easier to stall. I love the Solar Laser, 7777 damage to everyone takes care of it all. I plan to make an entire Bane team next Batman Colab
By milkyway: Safe, Easy, Quick Grind Team. It is near impossible to die and you get plenty of orbs when your orb changers are skilled up and Ogres are awakened. This team is pretty easy to get early on in the game. Remember to awaken your Ogres with same monster before ultimate evo that way you don't need tamas.
By skudplastr: Resolve and Autoheal leaders with four poisoners. Camp on first floor, kill one of the baddies if they're both going to attack on the same turn. Once poison is ready, finish the first floor and poison through the rest. The Bluebirds were a pain to get but make this dungeon so easy, it was totally worth the effort.
By Finngirrl: Safe team for farming. And - I just love my new 2x AB Bluebird Blues. First rounds stall as long as ABs are ready with poison. Then, just select which monsters you wish to drop.
Thinking about evolving the third AB Bluebird in the future :-) ...
By <|¤`~¤`|>: This team had 5 +eggs. I just went straight through, and Uriel's skill was up by the time I was at the boss. Just heal whenever you tank a hit. Make sure you always have fire orbs.
By MrNinja: The Tyrra were Manekimewdra. Nothing even came close to taking this team down.
By Striker: You want any ultimate evolved ogre with water as its main or sub to be your leader. The other four can be anything, but Marine Goblins are panic buttons if you run out of water orbs. Your hp can't be over 3000, or it might not work. Stall and store water orbs when the enemy doesn't attack at the same turn.
By hunthounds: BAO Copperhead can be also any monster with poison(Lilith). But on 1 and 2 ish round stall ALOT!!!!!!!......until poison ca be used. Try to kill the big ones that attack on same turn.
By Kattarh: Follow the directions to stall on first two floors. Use up the yellow and red orbs first, and/or use in combination with blue and dark orbs. Charge poison for Succubus and wait till you get two Dubs. Neptune is just in case.
By NoREM: Odin + auto-healer team with multi-hit Blue/Blue, Green/Green, Blue/Green or Green/Blue subs, the 2 ogres are just example. Personally I use 3x Blue Dragon Fruits that I got from PAL machine.
Use same strategy as resolve teams and use rows of 5 for some serious AOE multi-hits!.
By Tutholl: Shouki can be any mister with resolve and the toplits can be any low hp light monster this is an extremely easy build as long as you have a friend with rondo of healing or greater L skill the only danger you may have is if multipul dubs attack at the same time. To avoid this problem stockpile light orbs in the corners
By Ray<(^V^<): Make sure Alraune it's awoken and this is a easy and safe team. Empty slots should be plant only (ones with mass attacks or orb changers to green are helpful)! Stall as much as you can until droid Dragon is charged then activate his ability. Then use your saved green orbs to wipe them out. Make sure to attack them all,in one att
By antinome: novelty farming team. kittys were awakened. just make a horus type combo each turn there's dub on the board and you'll be fine. can survive one hit if needed.
By DarkFalcom: Either survive regularly or charge up shiva on first few waves. If you launch a mass attack with pretty much anything and it ko's everything while third eye is in effect, third eve will stay indefinitely so this dungeon becomes extremely basic when you can roll with the hits and ko everything.
By mr.legit: This build is useful for any high def/low hp dungeon. On first and second floor, stall and charge abilities. Then, on the fourth and fifth floor, use bane's lazer (it ignores def) then copperhead's poison (order doesn't matter) for one shot kill. Use Golem and/or Naga if two enemies are about to attack at once.
By Char@PF: Super easy farming team, one mass attack kills everything except Dub-Mythilits
By mochi: Very safe build, can really be any color. The concept is that the dubs have 10hp, so you build a team that produces ten hits with a single match. Have one or two orb changers and stall on stage 1 till they're up. After that, a 5-match will clear any stage with dubs, though the dubmythlit needs one extra match.
By mad: Near idiot proof Wednesday/Friday build
All black to reduce premature kills before poisons are ready. 3 double dark monsters + 3 single dark poisoners will 2 turn kill any target in either dungeon letting you easily snipe your desired targets with single 3 orb matches. Floor 1 store dark orbs and charge skills, cake from there.
By Bahamut: such resolve team. Friend's Lilith recommended to have awoken healing skill. On final floor, use Gigas' skill to for change of hearts OR Lilith's poisoning. in emergency use either of those two skills on floor 4 just in case two dub-spirits are about to attack at the same time. Burn those spirits.
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ewok: BRILLIANT! JUST BRILLIANT!!!!
By batman: Almost any team works with dual types. Stall a little on rounds with single -lits to make sure you have orbs for your colors for next round. Two mass attacks takes out everything. EotS, Siren is only there for Pal points, can be replaced by any dual type. I ran blue and green, works for any pair of colors.
By chris: For Orochi you can substitute with any monster with perseverance (survive when hp is 1). For Lilith you can substitute with any monster with the skill poison. For CoC Glorious Healer you can substitute with any one that can heal. Make sure the first 3 stages charge up poison. Use poison, just move orb and will be 1 hit KO.
By ErenJaeger: tank the hell of out it. HP and RCV high enough to where you dont have to worry about taking hits. dragons can be replaced with anything or another keeper if you want. just make sure to keep the HP high
By Char@PF: Can tank 3 Dub-lits attacking at once. Only part of dungeon that is even remotely dangerous is 4F
By BeanTavy: Leader not important, but should have at least one ripper on the team. Stall in the 1st round. Save hearts to always heal back to 100% HP. Use Echidna to buy time if threatened by a simultaneous attack. Activate Top Droidragon power in final round and eliminate monsters with a single ripper dragon attack.
By Zgod: All are interchangeable by subs with the same skills: auto-heal, poison, and undead. Ideally try to have 3 double element subs cover 2-3 colors. This is to make sure you can kill 2 dubs of 2 turns cd (i met them so often) and stalling. Save poison for last round or in emergency. Droid is optional, i use it for double elements.
By Vexorg: You want to stall until Droid's search is ready. Search will continue to carry over to the next round since you'll kill each wave with a single green match. Ogre/Healer is there to protect you if something goes wrong and Mystic will switch red to green if needed. Can replace emelits but keep total hp low for healer's heal.
By Vdub: This is a high hp team- around 35k to 40k. This allows you to get hit without much danger until Ceres' Shower of Healing activates. Verche and Apollo provide orb changes. Keeper of Light gives half damage, and both Genies void dark damage (dub). Very Hard to die with this build! Any light HP booster can sub in a leader spot.
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Max hino: Can you tell me y the teams don't show up on my dungeon info for tell set UPS
By xTOFUBOYx: Zombie team-Echidna can be substituted with anyone in evolution family. Farm green orbs in the first round and charge Echidna's ability before reaching round 4. Use her ability if you end up with two or more double spirits attacking at once. match at least 3 orbs each turn to recover almost full hp, keeping Ogres ability active
By 堃 哥@PG/F: Snow Globe Dragon Bleu gives you 2x HP and RCV for Water Att. Allies. So, this is a water team and everything is x2
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Cohen: Thanks! I used your advice, but for green since I have that globe dragon. Worked like a charm!
By $kyion@pf: Requires some skill, not a lot. As long as u combo 5+ u can their armor. No need to stall. Just Rush through. All monsters need 1000+ attack.
By FoxMan2099: Any good healer will do, but Amaterasu Ohkami is the easiest. Keep HP high (over 70%) and Titan won't let them kill you. Matching orbs restores HP. Knights turn orbs to fire, Nagas extend time to get you out of jams. Keep 4 fire orbs in each corner to get out of jams. Easy pickins' with this build.
By SixSeven: For people with no monstes to build a resolve team. I used Manekimewdra as the fifth monster because of its 3880 hp and 1 attk. with around 15000 hp, you can take two hits. 2 Sirens can heal 3500 hp per turn so you can stall easily.
By Kaiju: Lilith must be maxed out, Ogres should be maxed out as well but high 40s can do the trick. Any healer at a high level works. Try getting as many combos target the dubs one at a time if possible. Use ogre specials on dubs use Lilith special at the final battle and sionara. With good practice you wont need a magic stone.
By mayhem516: A high HP, resolve+healer team with 4 color matched high HP guys with good skills that can absorb multiple hits. Stall on lvl 1 to charge skills. Save orbs with 4x4 group at bottom. The Ultimate Evo Ogre is for the 2x hits. Find a healer with the 3x RCV skill, Rainbows are for HP and 1/2 damage, orb changers for ammo. win.
By The7Plys@ε: Safe build with high HP. Charge skills on wave 1, if desired (but not needed). Gigas and Homura with max skills work best. I usually switch between Freyr and Flare Drall for the last slot. Perfect farming team for masks/sprites.
By $kyion@pf: Echinda can be replaced with anything that has at least 1000 hp.
Titan is necssary. Archangel Uriel is good enough. Charge up titan and Uriel whenever you can. In tight spots use Defensive Stance. Dub lits will only do 3333 damage. Echidna is nice for last stage of the dub mythlit. Try to match nukes a lot.
By pantaloons: Rainbow build that really works! Sylph and Angelion can be subbed with any high RCV green or yellow. Ogre/Echidna can be subbed by Orochi. Stall on turns 1-3 so your skills proc by turn 4. No combos, kill sprites before dubs. Use Echidna on turn 4 and Lilith on turn 5. Fun bcause you dont need to save gems for mono team.
By Jimfry@PG: Simple build with high RCV. Recommend stalling up for Orochi before Round 4 because the 3 Dubs could all attack at once.
By → ↓↘ P @PG: Any team consisting of dual colors but try to limit to three type of colors. Half dark damage leaders as insurance. No need to use poison or any kind of charge. Just try to mass attack with two colors or match three three colors regularly on the dubs. Can take up to 1-2 minutes. This also works on the mask dungeon.
By zΔc: Blue Ogre+Odin let's you survive 2 hits: 1st Dublit hit = 1333.2 with full HP & Odin leader skill, 2nd hit activates resolve if total HP≥4444. Dub-Mythlit is stronger so kill first. Your best water monsters will work for the rest. Siren skill helps heal quicker & Neptune's poison = 1hko. Save blue orbs, keep HP full.
By 古九寒 van@PF: With Thanato x2.5 HP, you effectively have a 20'000+ HP pool to take at least 3 hits. At Floor 1, if no Dub, just let them hit you while charging skill. If there is a Dub, finish it just before it attacks you (buy time to charge skills). DDK will gives you orb in emergency while Succubus will wipe the entire floor if needed.
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j0nwayne: Thx! Worked like a charm!!! Subbed second Succubus for Hell Queen Persephone, good for huge orb changes on this team.
By masols: You can swap Flare Drall with any Fire monster, really.
Haven't failed with this build yet, the key is friend's Shiva. Just Match anything but Dark and Red in the 1st or 2nd level to charge up all the skill. Gigas and Echidna are just in case. Once you get Shiva skills up, use it on 3rd lvl onward, nuke, poison if needed.
By nronksr: Titan, or red ogre. If you don't have succubus or echidna you'll be ok, just take a friend of either and use rubylits in its place. Anybody can build this from the get-go. Echidna and suc. provide safety, just power up skills and store orbs in the lower corners on first stage.
By Hakeshu@PG: Easy pie. Keep HP aways above 70% and will be fine. When facing Dubs and sprites at the same time, nuke down the sprite first and you can survive with Orochi's help. On boss use Orochi Skill when you're about to get hit. Profit. Did it rank 44, mine Siren was lvl41 with 435 RCV.
By Lord Rego: Classic Zombie team strategy here. Aside from the Healer Leader, keep the monsters as low as possible. Mystic Stone Knights allow you to save up Fire orbs with your green orbs to prevent accidental matching. Big Woodsie is a panic button for ammo loss. You shouldn't have any trouble.
By V: Build works for any high def/low hp monster dungeons. Shiva required to nerf defenses. Follow through using skills (or any fire matches) to insta kill. High hp/rcv to ensure you can build up shiva's skill.
By James: Easy to build but requires care and skill to use. Fire team with goblins suggested for new players. Store water gems between rounds (15 for final round) and use multi-target attacks. Subs are weak water (Sapphilit, Blue Mask, Blue Carbuncle). Helper must heal >70% of HP each round.
By potato: all you have to have is 6 ulti fusioned monsters with the same elements. with this build you can kill dub lits in one turn and if you mass attack with light and dark you can kill everything in 1 turn (2 turns to kill dubmythlit)
By LotusOne: I tried it works OK still died though... Golem will help lessen hits; Angel and Lilith are there for support in health and poison. Odin high hitter, dub is for health can be changeable. Mandrake your second healer can be changed for another good healer! Good luck!
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SymptumX: dude use your odin as leader
By James: Easy to build and safe. Charge skills with careful matches at top, and between rounds. Store fire gems. Only two goblin needed. Other subs may be weak fire (e.g. Rubylit), Titan, Naga, Mystic Fire, Shiva. Helper may be Shiva, Echidna, Alraune/Archangel (RCV 312+). Shiva's ability carries between rounds cleared in one turn.
By James: Luxury build. Only three poisoners needed; one can be any weak dark creature. Not troubled by any part of dungeon. Charge skills in round one through careful matches at top, storing dark gems away. Poison through remainder of dungeon. Healer may be Amaterasu Ohkami; or Siren, Archangel, or Alraune with 312+ RCV.
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LotusOne: Would it be possible to use Odin instead of Awaken Odin?
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James: You bet, Samy.
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LotusOne: Awesome thanks!
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Kekoukela: Alternatively, You can also use Ghostring as well. You can get these during the poring tower. :D
By Valatar-SA: This is an example of a typical zombie team. The idea is to keep your total HP as low as possible. Blue Ogre makes it so you can't die as long as your HP is over 70% when you're hit, Siren auto-heals you every round to at least 70%, and you can't be killed as long as you're only hit once per round.