Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I also consider "when it doubt, make it blacksmith/alchemist/adventurer" so you can always change its class later and the class levels would have been built up for 15-30 days. Also it also makes it another pet you can drain class experience out of if you need to funnel that somewhere else dungeon or UBV4 related. There is zero reason to not evolve a pet if your indecisive, even if its an alchemist to make the materials to change it later.
Water Dungeon and Volcano may be a problem too, since each require 3 water and 3 Fire pets respectively, limiting your team options a lot. Putting Chameleon in either team with an attack class and the opposite element (eg Cham fire assassin on W.Dungeon) will allow you to deal high damage while checking for the event. Quite useful.
So, summarizing, choose one location where Chameleon is useful, plan for an ideal team there (including pets you don't have unlocked or evolved), and look what class you lack for that team. Choose that one. Attack classes for either W. Dungeon and Volcano may be a good choice, (mine is still a rogue at Mountain, may change in the future).
You could also replace camel with chameleon and then make camel an adventurer. But then that requires a class change token and could require multiple more if you change your mind down the line.
But looking over the events in all depths anyway...
Scrapyard: 2 sin +2 wind in d3 / 1 rog in d2 / 1 rog in d1
Water Temple: 2 sup + 3 water in d3 / 2 sup + 1 rog in d2 / 1 smith + 3 water in d1
Volcano: 1 smith + 3 fire in d3 / 1 rog + 3 fire in d2 / 1 smith + 3 fire in d1
Mountain: 2 def + 1 mage + 2 neutral in d3 / 2 def + 1 rog in d2 / 1 smith + 2 wind in d1
Forest: 2 sin in d3 / 1 rog in d2 / no requirements in d1
Okay...
Forest and Scrapyard both never actually bother requiring any pets that match the dungeon element at any depth...
Water Temple and Volcano both require 3 pets that match the dungeon element in most depths...
And Mountain and Scrapyard are the only ones that ever call for any number of pets with a different element from the dungeon...
It's kind of curious how in depth 3 the Mountain ends up calling for neutral pets while the Scrapyard ends up calling for wind pets. And then no earth pets are ever specificially asked for anywhere. How did he make these decisions when setting this stuff up?
Chameleon in Mountain does sound like the ultimate flex of its special ability. Spec it as fire for extra damage (assuming that it's assassin or mage to make it so that matters) and have it still count as a wind and as a neutral for the d1 and d3 events. (That is how that would work, yes?)
If hypothetically I were to never make any new assassins (so ignoring Coin and Succubus), I see that the Forest and Scrapyard will want to scoop up all of my assassins when I get to depth 3. But there are still the mages to cover damage in the other dungeons anyway. So I could probably make it work, yes?
I do want to get the Camel out of the assassin role sooner or later, and Chameleon right now presents an earlier opportunity for that than waiting to make that trade with a more endgame evo like Succubus or Book.
As far as supporters go... I do have Hourglass and Cloud as supporter specialists that aren't evolved yet. Would those two plus the 6 I already have (counting the Mouse wildcard among them) really not be enough supporters by the time I get to later depth 3 and then into infinity towers after that? And because this sounds like looking forward into crazy endgame territory to me, this might even be evolved Book territory when I get there, so the Book could easily swap to become an extra supporter if needed at that point. Right? I know that a 6th team becomes an option after some time in the towers but I'm kinda not really seeing how it could feel like there's a lack of options for supporters at that point...
For the consideration of dungeon events that other replies were telling me to keep in mind...
Well, with the assassins I already have I'd say... the d3 Scrapyard and Forest might not get covered in the most ideal way but they could be covered with something like Chicken/Penguin in Scrapyard and Camel/Cat in Forest. Or Camel/Penguin in Scrapyard and Chicken/Cat in Forest. (Chicken to either cover a wind requirement in Scrapyard or to have elemental advantage in Forest. Penguin has to avoid Forest because of elemental disadvantage.)
Only the d3 Mountain specifically calls for a mage, but if it's the Chamleon as a mage in that specific dungeon I could cover that requirement and have its special ability take care of a neutral requirement in d3 and a wind requirement in d1 if necessary (all while having it set as fire for elemental advantage).
If Chameleon mage ever goes into any of the other dungeons it wouldn't cover any class requirements but at least it could always be set to be whatever it needs for elemental advantage. Might even partner with the mage that's actually that element if there's room to include 2 mages.
What else? Looking at just the classes required to cover all depths...
Scrapyard: 2 assassin + 1 rogue + 3 open seats
Water Temple: 2 supporter + 1 rogue + 1 blacksmith + 2 open seats
Volcano: 1 blacksmith + 1 rogue + 4 open seats
Mountain: 2 defender + 1 mage + 1 rogue + 1 blacksmith + 1 open seat
Forest: 2 assassin + 1 rogue + 3 open seats
Expand that plan to something like...
Scrapyard: 2 assassin + 1 rogue + 1 defender + 1 supporter + 1 blacksmith
Water Temple: 2 supporter + 1 rogue + 1 blacksmith + 1 defender + 1 mage (with option to trade out the blacksmith for a 2nd mage since the blacksmith is only called for in d1 anyway)
Volcano: 1 blacksmith + 1 rogue + 1 defender + 1 supporter + 2 mage (unfortunately the blacksmith is not expendable since d3 calls for it here)
Mountain: 2 defender + 1 mage + 1 rogue + 1 blacksmith + 1 supporter (with option to trade out the blacksmith for a 2nd mage since the blacksmith is only called for in d1 anyway)
Forest: 2 assassin + 1 rogue + 1 defender + 1 supporter + 1 blacksmith
(I feel like I MUST include a blacksmith in the double assassin teams, for the damage bonus it gives them.)
This quick look won't be factoring in alternatives that I may get to use later, but my rough "aligned with d3 requirements" team plans for now could look something like...
Scrapyard: Chicken, Penguin, Rudolph, Armadillo, Anteater, Fairy
Water Temple: Rabbit, Goat, Whale, Crab, Frog, Panda
Volcano: Slime, Red Dragon, Squirrel, Elephant, Bug, Santa
Mountain: Chameleon(Fire), Clam, Valkyrie, Dog, Pegasus, Tanuki
Forest: Camel, Cat, Ghost, Mole, Donut, Mouse
Some of those are better covered in the event element requirements than they need to be, so there's probably some room to tweak some things.
I think I've got a somewhat long-ish term plan here. And in the near future, while I'm still just working my way through depth 2, there's even more leeway in where the Chameleon mage could be used anyway since I don't actually need to build around the depth 3 requirements yet.