The Dungeon Beneath

The Dungeon Beneath

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pramit1994 Oct 24, 2020 @ 12:36pm
best team composition
Suggest team compositions here and items that you think are ideal

I find the armour team comp op. You have an armourer, and that guy who gains attack from armor. Then for the other 2 slots, I got an immortal (armor stacking), and another character that can survive on its own (that character which gets hp after an enemy dies). For items, just take whatever is available, but prioritize things that increase armor (like the ring that gives you +4 armor at the start of the battle).
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Showing 1-15 of 15 comments
PuzzleBoxGames  [developer] Oct 24, 2020 @ 1:28pm 
The armor comp just got a big buff in the last update - so glad to hear that they're doing well! (Before that they were pretty weak.)
advkow Oct 24, 2020 @ 5:58pm 
Armor team got me all the way to first major boss and then I got stomped XD
HotSipOfColdTea Oct 24, 2020 @ 9:51pm 
Elves speed +choice of damage synergy is strong on last boss.

Note that Elves speed also speeds up hero if they are an elf which makes some heroes much better and far more useful.

Sword Dancer is very strong with +speed and a regen health source. Any fighter with speed greater than 5 makes a few of the last boss phases much more manageable.
KnightZaid Oct 24, 2020 @ 10:09pm 
the best team so far is to have the lizard hero, get the troop that summons two pets with the archer that gets power for when ally is summoned place this in the middle with the other lizard archer as the frontline. You will need the mage that gives the summoned pets a plus 3 power buff. The comp gives you a full board and two nice meat shields. When an ally dies the lizard hero will do an extra attack instantly. Also the lizard archer gains power when an ally dies. Getting extra damage equipment to your hero is key and the sword artifact allows a 1 turn ko on weaker bosses.
Literally deaf Oct 25, 2020 @ 2:13pm 
I really liked the lizard hero but I ran into a boss that counter-attacked twice on random target for every time I hit it. I would get the trigger from a dead summon, attack the enemy boss, he'd counter and kill stuff and I'd trigger and he'd counter and kill stuff. Now it's on my "do not play" list, I hate running into a hard counterplay like that.
Last edited by Literally deaf; Oct 25, 2020 @ 2:14pm
pramit1994 Oct 26, 2020 @ 9:14am 
Originally posted by KnightZaid:
the best team so far is to have the lizard hero, get the troop that summons two pets with the archer that gets power for when ally is summoned place this in the middle with the other lizard archer as the frontline. You will need the mage that gives the summoned pets a plus 3 power buff. The comp gives you a full board and two nice meat shields. When an ally dies the lizard hero will do an extra attack instantly. Also the lizard archer gains power when an ally dies. Getting extra damage equipment to your hero is key and the sword artifact allows a 1 turn ko on weaker bosses.
Just tried this, summon comp is very strong.
PuzzleBoxGames  [developer] Oct 28, 2020 @ 7:08am 
Summon comp might in fact be a bit too strong...
Table 53 Oct 28, 2020 @ 7:37pm 
The guy that deals 4 damage on "Doom" is really useful against the Boss.. but frequently completely useless in all other fights
Kenshoo Oct 29, 2020 @ 10:31am 
*spoiler*

I'll try the Beast team :


AGUATILIS (L1 Beast Archer) (Appears in upper dungeon)
1 D / 4 HP / 6 S
When an ally dies gain +2 Power.

HYPOGEAN (L1 Beast Fighter) (Appears in upper dungeon)
1 D / 5 HP / 5 S
Has +1 Attack if your party isn't full.

MARTAUR (L2 Beast Fighter) (Appears in Underneath)
2 D / 8 HP / 5 S
Death: Give all allied beasts +1 Attack.

TAUR THE EXILED (L3 Beast Fighter) (Appears in the Abyss)
0 D / 10 HP / 4 S
Has +1 Attack for each allied Beast.

Other option :

AMGUAN (L2 Beast Mage) (Appears in Underneath)
2 D / 5 HP / 4 S
Death: Restore 4 health to all fighters.
Inexhaustible.


IXOTLE HATCHLING WARD (L3 Beast Mage) (Appears in Underneath)
2 D / 4 HP / 4 S
Death: Fill your board with Hatchlings.



Last edited by Kenshoo; Oct 29, 2020 @ 11:08am
Coxatris Oct 29, 2020 @ 3:38pm 
I just won using a team based on Armorsmith and Armored Knight. The Knight was hitting for 12 damage a turn, and could soak up all the damage coming down the lane. The rest of the team was Druid and Squire, but they probably could have been many other characters.
Last edited by Coxatris; Oct 29, 2020 @ 3:38pm
Aspirador Oct 30, 2020 @ 12:23pm 
The dude that summon a raven as a counter is also pretty strong, maybe a bit broken given how strong having a nearly infinite supply of meatshields synergize well with a lot of things. Maybe it could be nerfed into summoning a raven when a non-summon ally dies ?
Forte Oct 31, 2020 @ 2:35pm 
Yo without a doubt like you guys are all saying, summon team is the most accessible and viable team for winning, I haven't had a good run with armor yet

But I wouldn't call the summon team broken, or any of the classes relating to it broken, it's more so that other classes just can't compete with the mechanical advantage of soaking up damage and spawning more units. I think that other classes need to be tuned to have more viability, rather than nerfing one of the only things that even works atm.
Originally posted by PuzzleBoxGames:
The armor comp just got a big buff in the last update - so glad to hear that they're doing well! (Before that they were pretty weak.)
I don't think summons are too strong; they are just quicker to build out than other comps. I can usually have a summon team done by the end of the upper floor, sometimes i swap 1 unit later on. I can't think of any other build that i can do this with. having a soft enrage built into the game also means slower teams are no good. For example, clerics can survive well enough, but without specific units and equipment they can't kill quickly enough to avoid reinforcements; i think the front line mages need a damge or health increase because many of them still do 2 damage and have low hp at level 3 which is rough.
Last edited by A Stranger With Candy; Nov 6, 2020 @ 2:43pm
kfv777 Jan 14, 2022 @ 12:07pm 
The most strong team I made is with Thoric of the flame, the red dwarf that starts with 2 dmg and 8 hp, with the winged boot that gives 2x attack as begging artifact. Build a summoner team until the abyss, and there get the dark elf that summons the violet monster on the oposite team that suicides itself at the end of the turn and the dark elf that summons a monster when it have doom. You will have a guaranteed summon at the end of the first round, and from then on they will fill all you slots as your fighters die. Just focus on keep them alive while your hero For artifacts, use the sword that grants 1 dmg and 2 speed and the one that gives 2 hp on deaths. The third one could the one that gives 2 power to summons or the red sword that grants power on doom. I have beaten normal games with that team, new games+ and new games++.

Its a bit boring and annoying to rerroll heroes until you get Thoric with the boot at the start of the game. Xandos with artifact that gives +2 poison dmg is other good combo. I havent tried the def combo yet.

Only Xandos and Thoric seems viable heroes to me, the rest are really lacklusters. Most artifacts and heroes are pretty bad, they need to be buffed hard.
Last edited by kfv777; Jan 14, 2022 @ 12:10pm
Chrest Jan 19, 2022 @ 1:09pm 
In my opinion, armor comp never were weak. The artifact that gives +1 armor per armor buff scales insanely well, and is actually one of the best artifacts, by far. It allows many comps to be viable (just stack armor rings), and it empowers greatly armor comps. The recent change to the Immortal Helmet made Doom comps event better and now you can easily add an armor unit into a Doom comp. (@kfv777 if you like Thoric, why do you think Dominique is lackluster?).

I only played the 1.3.0 and 1.3.1 patches. From what I can read in the patch notes, one of my prefered unit, Maeledox, only got its shield ability from the 1.3.0, so it was perhap weak before then. The 1.2.1 patch made the Divine Protector what it is now (I consider him very good too). The 1.1.1 patch seems to have been very good for the Tinkerer and the Battle Mage.

1°) Attack proc do not remove the Power buff and thus make the Javelineer unit, the hope champion Lyra and the Lizard Hero Gryx very strong, in that order. Just stack power items on them, and have their auto attack proc while always being exhausted so as not to lose the Power buff. Perhaps the Power buff should disappear for attack proc, same as regular attacks.

2°) The Tanner can give you unlimited money in two specific (three if you count Abaddon, but that one is very annoying to execute) encounters. Perhaps the Tanner shouldn't give money when executing summons.

gohon316_1999's guide, albeit a little bit outdated, is still very good and gives away most of the good comps : armor, doom, hope, lizard, summon and (poison). You could add a Hero specific build for Thoric with two Immortal Belt (Counter: Healing) and Aamon's blade (Counter : +1 Attack). You probably also want to add a summon unit and a lot of armor items (not for hope) whatever comp you choose.

Anyway, my prefered comps (ng+++++, portal fight has affliction debuff to take into account, which summons deal well against):

Eloa 2, Armorsmith, Tanner, Divine Protector, Tinkerer. Early units, no item necessary, can kill Worms immediately, can farm infinite money.

Gryx, Maeledox, Amguan, Hypogean, Any. With the Amguan Staff and Ethereal Essence as artifact, your Maeledox can have a lot of shields during one turn, and thus can scale +Attack very fast while easily tanking. Last slot can be Praliator(stall and multikill) / Tinkerer(summon) / Aviakoran Guard(summon) / Praexator (no stall).

Any Hero, Channeler, Void Summoner, Blood Leech, Elemancer. That's 2 Doom proc per turns, so the Elemancer scales well if your summons dies quickly. The Sanguinist is an interesting alternative from the 1.3.1 patch to replace the Channeler (but you have no tank so the first round is dicey) or the Void Summoner, or even the Elemancer itself (3 Doom proc per turn, but no unit that really benefit from it). The Divine Protector can also replace the Elemancer for a more defensive approach.

Dominique, Battle Cleric, Battle Mage, Sage of the World, Aviakoran Guard. Just a hope comp, if you want to be able to stall, do not choose Dominique or any inexhaustible unit.

Elder Gryx, Zed. It's just the final stage of Elder Gryx's Power cheese.
Last edited by Chrest; Jan 19, 2022 @ 1:12pm
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