Thursday, December 6, 2012

Skill #1: The Roundabout

I have decided to start providing some gem-moving skills to help out some of you that has troubles moving gems effectively while the gems are distributed in bad positions. A majority of you guys that lacked or never really thought about, was the power and extra combos that these skills can give out. Let us start with this intermediate skill to improve your gem movements and combos.


Skill #1: The Roundabout (Master Difficulty: Intermediate)

One of the most common trouble that players encounter are "locked" gems. Here is a demonstration of what it means - let's just say I want to use dark and water gems at the same time. But looking at the below situation, the water gem on the bottom left is "locked" by the dark gems.

The reason why this skill is named Roundabout is because you are making one circular motion to align the dark gems, while at the same time "freed" up the water gems. Starting with the water gem on the bottom left, you move in order: up, left, down, right, and back up as shown.


Start here...
Up
Left
Down
Right
Back up and do your thing
Combo done!
Here are two videos that I purposely made and uploaded to demonstrate how this works: first one being a simple one to show how to free up the locked gems, and second one showing how this skill can combine with combos.

http://www.youtube.com/watch?v=JV6kjVBuGP4

http://www.youtube.com/watch?v=WPeqiPtHr6Q

There's a reason why I purposely make this guide guys! Start practicing this type of skill and combo it up!

Wednesday, December 5, 2012

Wednesday Dungeon - Room of Masks Expert

The long waited guide to the Wednesday Dungeon - Room of Masks (specifically Expert) is here!

First things first, what is Wednesday Dungeon? This dungeon contains the masks that you will need to evolve a lot of your monsters to the next form. Moreover, Divine Masks, which is the ingredient to most of the last form evolution, will be found in the expert level. 

Sounds easy? No. Exactly the other way around. All Divine Masks deals 9999 damage to you. Yes, you didn't read it wrong. It's 9999. Here is the stats:
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Room of Masks (10 stamina)
Any Evolve Mask HP 5(?) ATK 200-500 per 1 TURN

Miniboss (Round 4):
Crimson Demon Mask HP 15 ATK 2406 per 8 TURNS DEF 4000
Indigo Demon Mask HP 15 ATK 2481 per 8 TURNS DEF 4000
Azure Demon Mask HP 15 ATK 2556 per 8 TURNS DEF 4000

Boss (Round 5):
Golden Demon Mask HP 15 ATK 2631 per 8 TURNS DEF 4000
Violet Demon Mask HP 15 ATK 2706 per 8 TURNS DEF 4000
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Room of Masks - Expert (25 stamina)

Any Divine Masks HP 18 ATK 9999 per 5 TURNS DEF 60000
Any Demon Masks HP 8 ATK 2400~2700 per 8 TURNS DEF 4000

Random Encounter (Round 1~4)
Mystic Mask HP 20 ATK 4000 per 1 TURN DEF 100000

Miniboss (Round 4):
Divine Carmine Mask HP 18 ATK 9999 per 5 TURNS DEF 60000
Divine Indigo Mask HP 18 ATK 9999 per 5 TURNS DEF 60000
Divine Azure Mask HP 18 ATK 9999 per 5 TURNS DEF 60000

Boss (Round 5):
Divine Gold Mask HP 18 ATK 9999 per 5 TURNS DEF 60000
Divind Onyx Mask HP 18 ATK 9999 per 5 TURNS DEF 60000
Mystic Mask HP 20 ATK 4000 per 1 TURN DEF 100000
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Nothing really to talk about in the "Adept" Level since it should all be straight forward providing your damage has more than 4000 if comboed up.

Here's the Expert Level information. In general, the following strategy will assume 5~6 same elements are used because you will always hit 1 to Divine Masks unless you break their armor, and having the same elements will help you use less gems to deal more hits.

You will need to mix and match any tactics listed below; and it is up to you which tactics you choose as long as its not risky.

Tactic #1 - Bring Poison
Poison will always help you instantly sweep any Masks in that round. 

Tactic #2 - Bring Shiva
Shiva will zero out all monsters' defense for 1 turn. Moreover, the effect carries forward if you are able to sweep that round in the same turn that Shiva used his skill.

Tactic #3 - Bring Resolver
If you get hit once, its most likely you are dead unless you have more than 10000 HP, so bring a leader with resolve, Viper Orochi is even better.

Tactic #4 - Higher than 10000 HP
Get an Indian God leader, Shiva preferably since his skill comes in handy, to boost up your HP over 10000 HP, the 1 hit that you might not be able to avoid can get you saved.

Tactic #5 - Gem Changers
There's nothing worse than running out of the color gems you need. Bring a gem changer with you.

Tactic #6 - Delay Turns
Naga, Echidna, Viper Orochi can delay hit turns from enemies. Tagging them along will get your butt lifted a bit.

Here are two good examples of some Mix and Matches: 

Titan (Resolve) / Echidna (Turn Delay) / Succubus (Poison) / Gatekeeper (Damage Reduction) 
Vampire Lord (Gem Change) / Gatekeeper (Damage Reduction) / Succubus (Poison) / Megalodran (Gem Change) 

General Strategy:

No matter what, you will need to charge up skills in Round 1, which is facing against two random Demon Mask. To ensure that you charge up your skill without getting killed (they do hit hard you know), try to kill one of them first. And again, don't combo it. You are trying to NOT sweep them.

Sometimes gems falling after an elimination will combo up and unexpectedly sweep the round, ending up not being able to charge skills. As soon as you see this happen, try to target the element that is strong against yours like the following picture. This will reduce the chance of sweeping them.

Target the strong-against element if random combo stacked up from falling gems!
Starting from Round 2, Divine Masks will start to appear, and (un)luckily 4 will appear at the same time. Therefore, charging up your poison or turn delay pretty much is a must!

Starting Round 2, anything like this can happen (2 Divine Masks)
You will also get random encounters from Mystic Mask, if unlucky, unexpectedly Round 1. This could be bad because you have not yet charged up any of your skills, and its HP is 20 and deals 4000 damage per 1 turn. So your team will have to have an averagely high HP and recovery if you want to survive this encounter.

Random Encounter! Be careful!
The good new is, random encounter will always give you a 100% drop!
100% Drop from random encounter! :)
And finally, here's a video that I recorded to demonstrate the skill of Poison and Third Eye from Shiva. Spare 30 seconds in this video and you will see the power of it. It is pretty much a guarantee win if you charged their skills.

http://www.youtube.com/watch?v=8IcHuT53c60&feature=plcp

Happy Hunting!
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Plan:
Today - 1/2 Stamina Dark Dungeon! Vampire Lord's skill leveling. Rest goes to Legendary Mech / Evil Dragon to hunt for some rare drops (Mystic Knights)
Thursday - Whole day Dragon Plants!
Friday - Legendary Mech / Evil Dragon for rare drops. Maybe Friday dungeon for Amelits.

Monday, December 3, 2012

Legendary Evil Dragon

Long waited the Legendary Evil Dragon, Dark elemented and known to have the most fierceness out of all Legendaries.
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Adept (15 Stamina):

Minions:
Lil' Black Dragon ATK 819 per 3 TURNS
Amethyst Carbuncle ATK 1780 per 2 TURNS
Black Knight ATK 675 per 3 TURNS
Bloody Devil ATK 916 per 1 TURN

Boss:
Helheim ATK 2748 per 2 TURNS

Even Adept level can be tough to handle if you are not careful enough. A good recommendation would be a x2 Multiplier (any element) with a damage reduction as another leader; doesn't necessary has to be -50%; or a 5 Star Healer as another leader if any of your friends has one. On the safe side, you might want to have around 6000 HP.
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Expert (25 Stamina):
Minions:

Lil' Black Dragon ATK 1770 per 3 TURNS
Amethyst Carbuncle ATK 1985 per 2 TURNS
Black Knight ATK 2486 per 2 TURNS
Bloody Devil ATK 1708 per 1 TURN

Mystic Dark Knight (rare encounter) ATK 6720(?) per 3 TURNS

Minibosses:
Devil Dragon (Round 5) HP 54000 ATK 1280 per 3 TURNS
Succubus x2 (Round 9) HP 14700 ATK 1170 per 2 TURNS
Lilith (Round 9) HP 80693 ATK 2112 per 2 TURNS

Boss:
Helheim HP 194786 ATK 5125 per 2 TURNS

I'll make this short since the strategy, as you all might know, are repetitive.

Strategy #1: 50% Dark Damage Reduction (Recommended)
Chaos Devil Dragon (Leader #1)
Any subs (Light preferable if you saved some Harpies or Holy Dragon from the previous Legendary Dungeon)
Any x2 Multiplier that helps your subs (Leader #2)

Strategy #2: Pure color Stack Multiplier
Just have the whole team the same color and have a x2 for both leaders. Make sure your damage is around 3000. You will have to take him out in 4-6 turns since you might not be able to recover in time.

Strategy #3: Any 5 Star healer with Regen + x2 Multiplier (Recommended)
Self explanatory. You heal around 3500 HP per 2 turns when Helheim hits 5125. On top of that, your healer will have skill to recover your HP. Siren is recommended since she can make you some Heart Gems.
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Master (50 Stamina):
Minions:
Black Knight HP ~26000 ATK 5370 per 2 TURNS DEF 270
Bloody Devil HP ~19000 ATK 3690 per 1 TURN DEF 1400
Mystic Dark Knight ATK 6720 per 3 TURNS

Minibosses:
Devil Dragon (Round 5) HP ~54000 ATK 3600 per 3 TURNS DEF 450
Lilith x2 (Round 9) HP ~170000 ATK 5940 per 2 TURNS DEF 240

Boss:
Helheim HP 454650 ATK 11070 per 2 TURNS DEF 620

Similar strategy to Legendary Mech Dragon Master level:
Strategy #1: 50% Dark Damage Reduction + Siren the Enchantress (max skilled) (Recommended)
Chaos Devil Dragon (Leader #1)
Light / high damage subs (5 Star 20000 damage to all Dragons recommended)
Rainbow Keeper
Siren the Enchantress

You will probably need some really high damage subs strategy. Devils will be again a really bad pain in the butt. On top of that, the risk is most of you probably do not have a Mystic Light Knight to get yourself some light gems, so having a light sub team will be also really difficult. Recommended mixed subs would be two Harpie devils max leveled + rainbow keeper.

Strategy #2: 75% Dark Damage Reduction (Recommended)
Chaos Devil Dragon (Leader #1 & #2)
Light / high damage subs (5 Star 20000 damage to all Dragons recommended)
Rainbow Keeper
Any 1 Healer

This will keep yourself healed up while doing some slow crawling damage to the minions. A healer might be needed to be in your team to provide some recovery.

One thing why I put Rainbow Keeper in is because he has high status and given a bad situation, last resort you have Rainbow Keeper's skill to reduce an extra 50% damage for 3 turns whenever you need it. That reminds me to give out a tip about when to use his skill specifically - when his hit turn is left at 1. Reason being is that, Helhelm hits every 2 turns, so using Rainbow Keeper's skill at 1 turn left will help you reduce two of his hits; on the other hand, using his skill at 2 turns left will only help you reduce one hit.

Strategy #3 4x Light (NOT Recommended)
Sundragon (Leader #1 & #2)
Lightning Holy Dragon
Verche (high end)
Echidna
Valkyrie

The most unique light team. Definitely can kill Helheim in 4-5 turns providing that Echidna's skill is used. Simple but risky.
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Again, above all of the strategies mentioned, there are of course some mix and match that you can create yourself. And don't forget the tips I posted in Legendary Mech Dragon post - Recharge with one monster left in screen including Round 5, kill one Miniboss in Round 9 first and recharge your skill.

Good luck hunting!

Plan:
Today: Emerald Dungeon! Got some Pengdras ready for them!
Tuesday/Wednesday: Legendary Mech / Evil Dragon Master to get some good feeds

Sunday, December 2, 2012

Weekend Dungeons - MONEY MONEY MONEY

I know this is a little late for the post since the weekend is almost over - but I will eventually have to post this anyways :/ Sorry if you guys didn't make it this week.

So, weekend dungeon. First thing first, remember to change your team back to the trio colors if your main is a Dark / Light team. It is a common mistake to forget that this dungeon does NOT have any dark and light gems.

There really isn't any special strategies in the higher levels except for either x4, x5 or x6.25 multiplier because the bosses are: (1) all three colors; in Expert/Adept level,  (2) random of the one / two trio colors in Master Level. So let us analyse:

----------
Novice / Adept Level (10 / 15 stamina):
I don't think anyone should have any trouble dealing with these two levels if your team consists of any x4, even x2, multipliers. Bosses are three color golems and they hit averagely 600 per 4 turns.
----------
Expert Level (25 stamina):
x4 multiplier (pure color) is recommended instead of a mix of some random colors in the team or x2 of two colors.

Bosses:
Salamander HP 121650 ATK 3210 TURNS 3
Dragonette HP 151650 ATK 5910 TURNS 3
Sea Serpent HP 166650 ATK 5620 TURNS 4

Since Dragonette and Sea Serpent do high damage, your objective is to kill them first. That being said, your x4 team would be of advantage if you chose Wood since Wood deals 1x to Wood and 2x to Water. If you only have fire though, then your objective would be killing Salamander and Dragonette first, and try to handle Sea Serpent left alone providing that you have more than 5620 HP.
----------
Master Level (30 Stamina):
A really tough one. Recommended team would definitely be x6.25 Wood or x4 Trio, ladder being way more risky.

Round 9 - Expert Level bosses - see above.
Round 10 - Random two of the three 4 Star Carbuncles (Red hits 9516, Blue hits 9821, and Green hits 10125; all TURNS 2)

As mentioned above, the damage are almost unbearable. And even if you bring -50% damage reduction dragons, you might not have guessed the right one due to randomization. That's why x6.25 multiplier is highly recommended + Echidna/Viper Orochi.

Luck is definitely involved in this too. For example, if you have x6.25 Dragons (I'm guessing the team will most likely be a majority of Wood Dragons) The boss stage might have randomised two Water Carbuncles and you will still be screwed. On the other hand, if you have a mixed of dragons, you might not any of the Carbuncle in 2 turns. To be on the safe side, any monsters with the skills that can delay the turns of these two Carbuncles are also highly recommended.
----------

So what about the levels? Why go with the higher ones when the lower ones are so much easier? Well, the higher the level, the more coins you get from the treasure drops! (1000, 2000, 3000, 5000 from Novice, Adept, Expert and Master respectively)

Whenever you need some coins, weekend dungeon is the way to go. But think first before you can really handle Master Level; Expert Level is so much easier and its only 5 stamina less per run comparing to Master. You do not want to risk that 5 extra stamina for around 20,000 more coins if you would have beaten Expert Level easily.

Happy PAD!


Friday, November 30, 2012

Legendary Mech Dragon

Here it goes guys! Today we will be covering Legendary Mech Dragon, which is comparatively harder than the previous ones even in Expert.

Legendary Mech Dragon:

The Legendary Mech Dragon differs from other Legendaries on attack turns. Let me repeat that, he will attack you EVERY TURN. So if you are not careful enough or run out of hearts, its game over.

Adept Level (15 stamina)
Nothing too much to talk about here. If you just started the game and want some light monsters, Lil' White Dragon and Devils drop here in Adept Level. Make sure you can deal 2000 damage and have around 4000+ HP.

Boss: HP ~80000? ATK 1467 per 1 turn. DEF: 0

Recommended Strategy: x2 Multiplier + Siren the Enchantress/Alraune as friend leader.

Expert Level (25 stamina)
Minions:
Lil' White Dragon 1530 per 2 turns
Topaz Carbuncle 1882 per 2 turns
White Knight ATK 2444 per 2 turns
Mystic Light Knight (Rare Encounter) ATK 6660 per 3 turns
Harpie Devil ATK 1667 per 1 turn

Minibosses:
Holy Dragon (Round 5) ATK 3390 per 3 turns
Cupid (Round 9 x2) ATK 1080 per 2 turns
Angel (Round 9) ATK 2653 per 2 turns

Boss:
Mechadragon Valhalla HP 216540 ATK 2736 per 1 turn

Expert Level is so much harder in the fact that there are angels in Round 9, which might end up you skill-less at Round 10.

Recommended Strategy: same as Adept strategy (see above); or Holy Dragon/Lightning Holy Dragon leader + Siren the Enchantress/Alraune as friend leader.

Since Valhalla attacks 2736 per turn, and you have a Siren with you, he is pretty much only hitting you 900 per turn. So your focus is more on how to kill the minions instead :) And that's up to you to do that!

Master Level (50 stamina)
Minions:
White Knight HP 26100; ATK 5280 per 2 turns; DEF 270
Mystic Light Knight (Rare Encounter) HP (High); ATK 6660 per 3 turns; DEF ~1000
Harpie Devil HP 19650; ATK 3600 per 1 turn; DEF 1400

Miniboss: 
Holy Dragon (Round 5) ATK 3390 per 3 turns
Angel (Round 9 x2) ATK 5730 per 2 turns

Boss
Mechadragon Valhalla HP 379650 ATK 5910 per 1 turn

General Master Level Strategy:
Whichever strategy or dungeons you are doing, the main key is to:
(Round 1-4) Recharge your skill whenever possible, if you have one devil / knight left and you can play with him a little longer, then do it. This is to prepare for the worst - 5 Devils or a mix of monsters that attack in 1 turn in the next round. If you have a full team of charged skill, you can probably blast through the first 4 rounds by using up your skills.
(Round 5) The miniboss has low HP and doesn't hit hard, so recharge your skill! And save some gems, because...
(Round 6-8) In these three rounds, you do not want to use up your skills because round 9 is probably the hardest stage. That means you need to use your saved gems in Round 5 to try to sweep these 3 stages without using all of your skills!
(Round 9) You want to kill one first immediately and recharge your skill playing around with one of these miniboss.
(Round 10) Depends on the strategy used. See below.

Remember this strategy. In the future when you guys get used to it, you will start analyzing these strategies yourself. And that time, you know you are already a master at PAD :)

So, read on, here goes a long one:

Strategy #1: x6.25 (Dragon / Physical)
This strategy is to kill him before he can kill you in 2~3 turns. Valhalla has one of the lowest health in Legendary Dragons (excluding Isle Dragon). If you are able to save up some skills after Round 9 (but we are talking about almost full skill team). Then you should be ok to just sweep him in 3 turns. However, you have to calculate how much he hits (5910 x2 = 11820), so your HP has to be higher than that to survive two hits and kill him in 3 turns.

Team #1 x6.25 Dragon
Leader: Ancient Dragon Knight
Subs: Chaos Devil Dragon/Devil Dragon, Chaos Dragon Knight, Dragon Knight, Any 4 Star Dragons (high level)
Friend Leader: Ancient Dragon Knight

Team #2 x6.25 Physical
Leader: Siegfried the Blue Champion
Subs: Any Physical including Evolved Ogre (Max level), Any 5 Star Golems,
Friend Leader: Siegfried the Blue Champion
----------
Strategy #2 x4 Dark (Recommended)
Leader: Vampire Lord / Moondragon D'spinas / Tiamat
Subs: All Dark (High end level if 4 Stars, low end if 5 stars), Chaos Devil Dragon recommended; if Vampire Lord is used, Siren (max skill) is also recommended.
Leader: Vampire Lord / Moondragon D'spinas / Tiamat

With this team, you can sweep anything in no time, providing you save up the Dark Gems without using them up in one round. Easy and simple.
----------
Strategy #3 Regeneration + Half Damage Reduction (Recommended)
Leader: Siren the Enchantress (Max Skill)
Sub: All Dark (High end level if 4 Stars, low end if 5 stars), Chaos Devil Dragon recommended)
Friend Leader: Lightning Holy Dragon / Valhalla

This is a grinding strategy. Where there are no multipliers, you are purely killing them with your dark subs and at the same time regenerating HP. This strategy is risky if your Siren is not max-skilled. The advantage of this is, if you have one devil left in the round, he can almost never kill you because Siren (5 star Lv30+) can regenerate 1800 already. So your goal in this is to charge up your skills while regenerating; but do not leave more than 1-2 monsters in the screen every round while that happens.

One of the 5 Ripper Dragons (the one that deals 20000 attack to all) is always recommended because you can get all of them to low health in one skill, and all you have to do is damage a little more to get you 1~2 devils left.
----------
Strategy #4 Pure Element + High HP (Indian Gods)
Leader: Shiva / Lakshmi / Parvati
Sub: High End Fire / Water / Wood Coupled Gem Changers + Rainbow Keeper
Friend Leader: x2 Fire / Water / Wood or another Indian God

I used this strategy, but it was because I don't have a choice. This is a really risky strategy compared to the other ones mentioned above.

The loop (in my case, Water element)
1. Siegfried paired with max-skilled Megalodran, can sweep two rounds if I get lots of water gems.
2. Crystal Aurora Dragon can damage them to low HP, kill until one left.
3. Use Megalodran's skill to recover HP every 5 turns and recharge my skill, playing around with that one monster left in that round.
4. Round 9, kill one miniboss first using <3, 3, 3, 3> gem attack instead of attack all <5, 3, 3>
5. Round 10, kill while recovering. Worse comes to worst, Rainbow Keeper's skill can minimize his damage three turns.
----------

Phew. And if this makes sense to you, start applying them! Remember, no pain no gain. If you lost your 50 stamina because you were 1 freakin' turn off to charge up a skill, then you know what went wrong!

Good luck hunting! And let me end this post by sharing my play! :)
Charge up your skill before you encounter something like this! 
Again; miniboss Round 5 is a good place to recharge your skills!
Kill one angel first! And recharge your skill!
5290 HP left!! DEAD OR ALIVE! HERE WE GO!!!

Thursday, November 29, 2012

Thursday Dungeon - Hunt for the Dragon Plants!

Sorry to you guys that were waiting n for a guide to Wednesday Dungeon; I didn't want to write it yet because I didn't have pictures taken.

More important though is Thursday dungeon! Do you have your boxes expanded enough? Because it's stocking up time! Every two weeks, the trio metal dragon dungeons come out, and with all those baby metal dragons in your box, you are indeed wanting to feed them to your team. DON'T DO IT! Not only is it not worth the coins and experience, but you also are missing out on evolving the fatty chickens (pengdras really), which gives 45000 exp when evolved and fed, obtainable in technical dungeons and evolvable using one dragon plant and two (colored) baby metal dragons.

With the fact that you will probably use some stamina on running these dungeons at least twice per color, you can count already how many of these dragon plants and pengdras you need to stock up BEFORE HAND.

Let's make an example:
1) I want to do 2 runs per dungeon appearance
2) The dungeon appears 3 times per day
3) At least 3 baby dragons drop per run
4) That's a total of 18 baby dragons, which means 9 dragon plants are needed to pair up to evolve the pengdras!

And we are only talking about one color. If there's three colors per two weeks? You do the math :)
18 x 3 = 54, You need to save up 27 Dragon Plants per two weeks if you want to go with the above plan!

If you are lucky, you can get 3~4 per run!
Yum! Another 3!
Haven't stocked up yet? Stop reading and hurry! :)

Plan:
Friday - If stamina permits, will go with some Baddies and Amelits for Vampire Lord
Weekend - Set up for Legendary Green Dragon Master Level; probably at the same time Legendary Mech Dragon Master Level.

Tuesday, November 27, 2012

Gatekeepers and Gold Metal Dragon!

It's Tuesday again. And time to write a guide to facing the gatekeepers! Most but not all already know how to beat the trios. The hard dungeon of course is the Gatekeeper of Rainbow.

Let's start with the Trios.
Minions: hits 1000-1300. Can appear in a group of 5. As long as you have a decent team using a multiplier as leader. There's nothing difficult to beat 5 of them.
Gatekeeper of Dark/Light: hits 3023 per 3 turns. Random encounter at Round 4/9.
Gatekeeper of Red/Blue/Green (Boss): hits 3023 per 3 turns. HP ~160000.

Aside from these, there are rare appearances of Golems showing up. They don't hit hard (~1300).
If you are lucky enough, this is want you can get :)

Gatekeeper of Rainbow could be a pain in the ass:
Minions: hits ~2300 per 2 turns. Can appear in a group of 4. If you do not have a strong team, you can get killed immediately.
Gatekeeper of Dark/Light (Round 4 Miniboss): hits 12764 per 3 turns. HP 844760. Defense 600. Fixed encounter.
Gatekeeper of Rainbow (Boss): hits 22200 per 5 turns. HP 1057660. Defense 1550.

Notice that at Round 4 and 5, they both hit more than 12k. So its obvious that the tactic has to be Resolve. I definitely would recommend using a x2 Multiplier Resolve team. For example, something like this:

Flowerdragon Brachys (Leader)
Earth Dragon
Alraune
Mystic Stone Knight
Siren
Viper Orochi/any Evolved Ogre (Friend Leader)

---
Gold Metal Dragon Dungeon is here today! Similar but not all to Metal Dragon Dungeon, the Gold Metal Dragon differs from more coins! And its rarer to happen.

Every one Gold Metal Dragon gives out 1000 coins, Higher 5000, and King 10000. Moreover, Gold Metal Dragon only happens once per 3-4 weeks, or even a month! So if you have a King, save it and feed it to a Light Monster!

Noooo...
NOOOOOOOOOOOOOOOOOOO....
I guess I have to sell them all... $30000!!!
Plan:
Today: One more run of gatekeeper
Wednesday: Grinding to level up some Light / Dark team
Thursday: Definitely all day Dragon plants!