Puzzle and Dragons Arena 3 Using Revo Neptune

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Arena 3 with Revo Neptune

Neptune (Sakuya) / Nirai (Blonia) / Nirai (I&I) / Awilda (Raphael) / Courage (bait inherit) / Neptune (Hades) 

You can add/bf me, I have Neptune (Sakuya) up slot 1 everyday! 326,299,215

Be sure to keep your Revo Neptune up so I know that you’re adding me for Neptune

EDIT: june 8, 2018, revo neptune is a little outdated, so I do not have him up a lot. If you still need him, message me in game and I can put it up for you

At the moment, Kiri far excels Revo Neptune, so if you have her she is a ton better than revo neptune. 

Sakuya offers bind clear and gravity. Bind clears relieve water resist awakening and gravities speed up stalling/help with reaching hp thresholds that get rid of resolves. The max binds I’ve had to clear is 5 turns (Lifive, Floor 21). You can replace Sakuya with any bind clear monster if you don’t have any inheritable gravities. (Green Tamazo, Amaterasu, Green Odin to name a few). Some good gravities include Trailokyavijaya and Hades. Just make sure you have at least one gravity inherit. 

Hades or any other gravity larger than 20% will ensure a Zeus Dragon clear. If you don’t need zeus dra, then you can just inherit whatever you please. 

Blonia is good for killing floors with combo shields and killing in general. You can probably work with board changers that make blue dark and something else (Ryune)

I&I for damage enhance and one turn haste. (Can also use blue/dark enhance like Blodin or Ganesha for the extra damage void) 

Raphael for the damage void, heal, or board change (to clear poisons or jammers). Indra is probably good as well, you just lose the board change, free heal, and fire/wood monsters that hit super hard. Ganesha is good too. 

Fafnir can be any monster that has a long cooldown on it’s active skill. (Other Late Bloomer Dragons, Azazel, or Titania are a great options, inherit has to have minimum 16 turns cooldown) I just use Fafnir because it offers 40 more HP on inherit over Titania. 

I use Awilda over a 3rd Nirai for its 5 OE awakenings, but if you don’t have her, a 3rd Nirai is fine as well.

If you plan to use 3 Nirais, the Latent setup should have at least 15 Water Resist Latents, and the rest being SDR (Courage with 5 SDR) 

General Notes:

  • At the beginning of each floor, assume you need to use Courage unless otherwise stated. Some floors are recommended to one shot as they can be a pain to stall on.
  • Stall at every floor until Courage is up.
  • SBR Badge is the best badge of all of them all.
  • Team only has 40% and 50% SBR, so it is still susceptible to skill binds. 
  • +’s are not required, but do help. My first run on Youtube only has Neptune with +297
  • If you are on iOS (I assume androids can do the same) and you are stalling on a floor, but a blue and dark skyfall comes out of nowhere and are going to mess up your stalling, you have the option to force quit the app BEFORE the attacks touch the monster. If you do this correctly and resume the game after force quitting, the game will instead skip your turn which in some cases is optimal for stalling. 
  • Clear rate is about 80%-85%. The hardest part is the first 3 floors. 
  • Pay attention to yellow highlights at the bottom of each floor as it tells you what to prepare for the next floor.
  • When I say “get sakuya ready,” it usually means “get your bind clear ready.” with the exception of the Floor 22 because you need gravity for zeus dra.
  • Turn on Combo Skip in the options to speed up your stalling time!

** This guide is not 100% complete, I am still updating it to this day. Please take the time to familiarize yourself with the dungeon as well. (Arena 3 Dungeon) **

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Floor 1 – MAKE IT OR BREAK IT

green is worst spawn, kill ASAP (1 blue, 1 dark, and 3 more combos will kill it) do not match row if you don’t want to kill other spawn. You can take one hit. 

fire is bad because he delays your skills so you’ll have to stall more. He takes 2x damage from water, 1 blue and 3-4 combos is enough. You can take one hit

blue is good and bad, on 2nd turn, blues fall for 99 turns, which is bad for stalling, do your best not killing it by moving the center blue orb of the line out of the way. At some other floor, you will want to stall out the increased water skyfall chance as it might mess you up when you want to stall.

light and dark are great spawns, to make it easier, try to kill one off and leave the other. Kill it when you are about to die. 

Floor 2 – IZANAMIS, WADATSUMI, KAGUYA, YAMATSUMI

If you have courage up, change att. otherwise………………..

Yamatsumi (worst), try to damage it (6 million) to get it to its light ATT .Yamatsumi still can be scary after 40% hp, so keep it between 50%-40%. (I tend to die on this spawn a lot)

Kaguya, damage it to 75% (2 million damage), then on next turn get it between 50% and 30%. Stall there. 

Dark Izanami, stall carefully in dark att. and change att when possible. Makes poisons first turn, then does 6k damage or makes jammers.

Light Izanami, try to get it to its blue attribute. I managed 2 water and 1 dark match with 6 combo to get it there. Getting it under 30% is the best spot.

Wadatsumi, THANK THE RNJESUS

PREPARE POISON

Floor 3 – TANS

Poison or Change att 

If you still do not have courage up and there’s only one red or green tan, you still have a chance. heal up and match all attributes on the red/green tan. It will do about 11.1k damage to you.

dark/light does 2.79k.

Floor 4 – KAMUI, VOICE, AMON, DRAGON ZOMBIE

Dragon Zombie, stall out poison skyfall,  save bind clear when he binds

Kamui, Kill it!

Amon, Kill it! Once its under 50% you have 2 turns to kill it, if you can’t, change its attribute

Voice, Stall, OR take the 3 hits from him and then kill him. Just heal in between

PREPARE SAKUYA (BIND CLEAR)

Floor 5 – DEMONS

Fire Demon, kill this one ASAP, it can bind your team and it’s not fun

Fairly easy to one shot the floor if you want to risk it.

Floor 6 – PHOENIX, KRAKEN, GRIFFIN UNICORN, CERBERUS

Griffin, use raphael for safe measures after his -99% HP

Unicorn, Kill it! i usually heal everytime it does rainbow road and kill it after the shield because it has low hp. (hard to stall on)

Cerebus, I try to kill it since it has low hp (hard to stall on)

PREPARE POISON AND SAKUYA (BIND CLEAR), STALL COURAGE AN EXTRA 3 TURNS

Floor 7 – TAMADRAS

PRAY RA TAMADRA DOESN’T SKILL BIND YOU

Use Poison

If Courage is bound, you can change att. Instead, but keep in mind that the metatron tamadra binds every turn. If it’s only bound for 3 turns, poison and use Raphael on Floor 9.  

Floor 8 – LATENT TAMADRA

change att. or use neptune if up

Floor 9 – ZHANG FEI, GUAN YINPING, ZHAO YUN, ZHOU YU, SHA WUJING, ZHU BAJIE  

Change att

Zhu Bajie, Raphael after premptive 

SAVE SAKUYA, stall courage 2 extra turns for Jord

Floor 10 – MINERVA, NEPTUNE, CERES, SURTR, HADES, VENUS, HEL, JORD, HEIMDALLR

i try to one shot Minerva Neptune Ceres Venus Hades, Surtr, or Hel to speed things up. 

Ceres, if skill bound, kill her asap

Hel, kill if you can, poison and binds get problematic

Venus, binds a bunch when <30%

Floor 11 – ARMOR DRAGONS

change their attribute if absorb color is blue

Otherwise kill with blonia/I&I, they’re annoying.

Floor 12 – LEILAN, KARIN, MEIMEI, SAKUYA, HAKU

P R A Y 4 N O S K I L L B I N D

PREPARE POISON

Floor 13 – PREDRAS

Use Poison or change att

Floor 14 – ZEUS & HERA, SONIA GRAN

Zeus Hera, When binded 4 turns, use sakuya (bind clear) or heal every turn.

PREPARE POISON

Floor 15 – FAT KING

Poison, you get 3 turns to do whatever.

Clear the jammers though.

Floor 16 – OSIRIS, SOPDET, THOTH, MEDJEDRA, SPHINX

Osiris, if you want to be safe, stall out the green and dark skyfall. You can do this by chipping him down to below 30%. Careful as he only has 2.5 mil hp.  

Sopdet, row of water and many combo to kill

START GETTING RID OF ALL JAMMERS, use raphael if you have to

Floor 17 – EARTH DRAGON, LEVIATHAN, FLARE DRALL, ANGELION

change att, 

stall extra 5 turns on courage’s bait inherit for hino kagu

GET RID OF ALL JAMMERS, PREPARE SAKUYA AND POISON, STALL 5 MORE TURNS ON COURAGE

Floor 18 – HINOKAGUTSUCHI, LAKSHMI, PARVATI, MEI MEI 

Hino, use poison, need Sakuya when it’s at 50% HP to clear binds

Lakshmi, match all jammer orbs every turn. (take your time) 

Parvati and Mei Mei, use Courage, and poison when Courage is about to come up, it takes about 13 turns for poison to kill mei mei, keep in mind that mei mei delays your skills every 4th turn

PREPARE SONIA I&I, STALL COURAGE 3+ more turns

Floor 19 – GRISAR

Sonia and I&I on this floor, you have 4 turns to do so. 

Use raphael after his “1” countdown if you end up in that position

Floor 20 – HERA-UR, HERA-IS, SHIVA, VISHNU 

Hera-Ur, stall out 99 skyfall chance for safe measures, you can arrange the board of jammers and fire orbs to make it so that Hera-Ur will stop making new fire/jammer orbs to help with getting rid of the 99 turn skyfall. example

Vishnu, Get to 30% HP because he’s less annoying there, stall there. When everything is ready, poison, it might take a while. Use raphael when its about to die. Do not use Blonia. 

It might be faster to get rid of the 99 heart jammer skyfall and then ping it slowly. 

PREPARE SAKUYAS

USE RAPHAEL THEN BLONIA AND KILL (tanks Lifve preemptive)

Floor 21 – ZAEROG, THREEDIA, DEFOUD, LIFIVE, ILSIX

Threedia, use sakuya when bound or raphael after “temporary calm” (his skip turn) if it is up. 

Lifive, use sakuyas if 5 turn bound

PREPARE RAPHAEL SONIA I&I SAKUYA 

Floor 22 – BEELZEBUB, HERA, ATHENA

Beelzebub, use raphael if poison

Hera, when under 50%, clear those binds

HAVE EVERYTHING UP, STALL 15+ turns on courage for heph.  (do not need poison)

Floor 23 – RADAR DRAGONS

HP Visualization <<<<<<<<< check it out!

zeus drag (HARD), Use Courage, stall for Courage while keeping Zeus above 90% HP, use 2 gravities, Raphael, Sonia, I&I, and burst down to ideally 30% hp (40% works but is harder due to the 7 combo shield, use courage after attribute change), stall for courage again before you kill him.

noah drag (MEDIUM), get him close to 30%, when near, Raphael, Sonia, I&I. Make sure you have Courage ready for next floor. 

heph drag (EASY), change attribute, dont get to 1%, it will heal 50%. He takes a while to kill so make sure you’re keeping an eye on Courage to make sure it will be up for the next floor. 

gaia drag (EASY), get it as low as you can when board goes dark on turn 7., continue to poke at it, stall around 50% – 30% hp

Hera drag (EASY), change att. And match as much as you can every turn (sonia AND i&i may do too much damage)

HAVE COURAGE READY FOR NEXT FLOOR DONT FORGET!!

Floor 24 – KALI

change att, stall as long as you can before 65% hp. (kali’s skills are annoying after 65% hp)

PREPARE POISON

Floor 25 – Pys

Use poison, they can do a lot of damage

Runs:

Kappa, Kappa (easy)

Yamatsumi

Light Water Wood Dark Tans

Amon

Water, Fire Demon

Griffin

Red Odin, Metatron, Yomi Tamadra

Sha Wujin

Neptune

Sador, Gienah

Sakuya

Blue Predras

Zeus Hera

EKMD

Medjedra

Angelion

Hinokagutsuchi

Grisar

Shiva

Threedia

Beelzebub

Hera Dragon

Dkali

Heimdallr

Sador, Albiero

Sakuya

Water Wood Predra

Sonia Gran

EKMD

Sphinx 

Flare Drall

Lakshmi

Grisar

Shiva

Ilsix

Hera

Gaia Dragon

Dkali

Having a hard time producing recordings of my runs at the moment.