Friday, January 25, 2013

Mechdragon #1 - Flame Mechdragon

I would like to apologize again for the late update on the Mechdragon series. There's no other words than these one to express my MIA days :(

Let's first talk about the major difference. Mechdragon is separated into FOUR difficulties: Adept, Expert being Normal dungeons; Master, Legend being Technical dungeons (Technical dungeons only appear after completing Castle of Satan)

Do not, I repeat, do not underestimate the master difficulty and think it is the same difficulty as Master Level in Sky Dragon or Legendary Dragon series. The skills that Mechdragons use are extremely powerful and consists of multi-hits, which implies that Resolve or Preservance leader skill will NOT work. The general tip for encountering Mechdragon technical dungeons are 75% damage reduction (two defensive dragon leaders, or Greek God leaders) with 12000+ HP (depends on damage). Make sure to calculate the damage that will be dealt by the skill - by multiplying 25%.
Adept Level (Stamina:15, Round:5)
Ruby Carbuncle 752, 2, X, 42
Flame Fighter 773, 3, X, 70
Pyro Devil 490, 1, X 280

Fire Mechdragon Betelgeuse (Round:5) 2191, 2, 159516, 224

Strategy: For an adept level, 2.1k damage per 2 turns is really tough. Make sure your HP has around 4000 or bring a 30%/50% reduction leader with you. Make sure recovery is around 500. And it should be easy to clear.
Expert Level (Stamina:25, Round:10)
Samurai Ogre 4800, 4, X, 0
Flame Knight 2278, 2, X, 135
Pyro Demon 1941, 2, X, 880

Fitredragon Turannos (Round:5) 4069, 3, X, 225
Naga x2 (Round:9) 810, 2, X, 80
Echidna (Round:9) 3416, 2, X, 168

Fire Mechdragon Betelgeuse (Round:10) 5536, 2, 40297, 448

Strategy: A completely different difficulty as expert level. A 50% reduction probably is a must unless your HP has more than 7000 and is able to recovery in time. The most recommended strategy would be x2 Water and 50% reduction.

Leader#1: Icedragon Plesios / Idunn & Idunna
Leader#2: Meteor Volcano Dragon / Minerva / Megalodran / Flare Drall
Subs: Aurora Dragon / Siren / Fenrir Knight / any water / Rainbow Keeper (if HP is not enough)
Master Level (Stamina:40, Round:10)
Samurai Ogre 9150, 3, X, 0 (Skill: energy charge - hits 18300 next attack turn)
Pyro Demon 3700, 1, X, 1540 (Skill: seals all water attributes)
Flame Chimera 5184, 2, X, 350 (Skill: double hit - 7060)
Mystic Flame Knight X, 3, X, X

Magma Chimera (Round:5) 9884, 2, 570757, 980
(Skill#1: randomly seal any two members)
(Skill#2: double hit - 18382)
Mars Light Carbuncle x2 (Round:9) 6500, 2, 209167, 600 (Skill: Cure)

Fire Mechdragon Betelgeuse (Round:10) 10552, 2, 768194, 784
Skill#1: Energy Charge - hits 31660 next attack turn
Skill#2: Cannon - Multi-hit totals 29552, uses more when HP < 50%
Skill#3: Auto Repair - cures 50% of HP when HP is lower than 20%

Strategy: There's pretty much no way to clear this level except with 75% reduction. Let's do a calculation here - 31660 x 25% = 7915. So in 2 turns you have to make sure that you can recover in time in case he shoots a cannon at you 2 turns later. HP wise, you should have at least 10000 HP to be free from the danger zone, and recovery should be around 1000. That being said, Siren max skill is almost mandatory.

On the side note, you MUST kill the Pyro Demons first at all cost because they will seal your water attribute members. If that happens, there's a high chance they will do it again and its pretty much over if that happens. For Magma Chimera, he may seal your leader, and if that happens, your leader skill will be deactivated (18382 x 50% = 9191. And that's why you need 10000HP). It is also recommended to have Echidna with you if your subs are weak and HP do not hit the 10000HP mark. Echidna's skill will allow you to delay the turns until the seal is over. Everything else remains the same in Master Level, charge up your skill every turn with one monster left.

One more extra tip will be charging your massive damage skills before you damage Mechdragon's HP to lower than 20%. If you have an Idunn and Idunna, then use her and blast all your skills and water gems to hope for a one hit kill without him having a chance to use Auto Repair.

Leader #1: Meteor Volcano Dragon
Leader #2: Meteor Volcano Dragon
Subs: Twin Goddess Idunn & Idunna (Lv50+), Fenrir Knight Kamui (Lv60+), Crystal Aurora Dragon (Lv50+), Rainbow Keeper (for HP Boost), Siren the Enchanter (Max skill, Lv40+), Echidna (Lv40+).
Legend Level (Stamina:50, Round:10)

Samurai Ogre 13500, 3, X, 0 (Skill: energy charge - hits 27000 next attack turn)
Pyro Demon 5460, 1, X, 2200 (Skill: seals all water attributes)
Flame Chimera 7652, 2, X, 500 (Skill: double hit - 10710)
Mystic Flame Knight 6480, 3, X, X

Magma Chimera (Round:5) 14580, 2, 570757, 980
(Skill#1: randomly seal any two members)
(Skill#2: double hit - 20416)
Mars Light Carbuncle x2 (Round:9) 6500, 2, 209167, 600 (Skill: Cure)

Fire Mechdragon Betelgeuse (Round:10) 10552, 2, 768194, 784
Skill#1: Energy Charge - hits 46712 next attack turn
Skill#2: Cannon - Multi-hit totals 43600, uses more when HP < 50%
Skill#3: Auto Repair - cures 50% of HP when HP is lower than 20%

Strategy: remains the same as Master. But HP has to be 13000+ instead (46712 x 25% = 11678). If Chimera seals one of the leaders, 20416 x 50% = 10208. If you do not have 13000 HP, you must want to put an extra Rainbow Keeper in your team.

The rest, depends on your own judgement. At this point in time, this is like playing a chess game - when to use Rainbow Keeper's skill, Siren's skill, Echidna's skill, or when to use your water gems.

Good luck hunting!

1 comment:

  1. Hello! I just wanted to thank you for writing these guides. It's been incredibly helpful to have all the numbers in a simple format right next to some clear analysis.

    I thought I would contribute my experience with Fire Mechdragon on Master. My leaders were two Meteor Volcano Dragons, while my subs were Crystal Aurora Dragon, Keeper of Rainbow, Amaterasu Okami and Siren, the Enchantress. My total HP was 11,990, while my total RCV was just over 1,600.

    With this setup, I was able to march through the dungeon without even having to rely on my skills. I only used offensive skills to speed up rounds 5, 9 and 10. For Betelgeuse, I used and Shower of Healing exactly once each to ensure I would have enough HP to survive a Megiddo Cannon, but in both cases it wasn't actually necessary. I didn't need to use Siren's Guard Stance even once.

    I maybe have gotten lucky with respect to Betelgeuse only using his Cannon once, and not bothering to Repair even though it took me a few turns to burn him down from 20% to 0%. But it definitely felt to me like a high RCV stat can suffice in place of a max-skill Siren.