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Fungi/Grulu/Troll: Fungi and G'rulu apply a ton of debuffs, then Troll, who gets Death blow for 5% more damage per debuff on an enemy, can oneshot the entire enemy team with Flurry of Blows
Thanatos/Megataur/Ucan: Similar strategy, but with buffs instead of debuffs. Megataur can buff the whole team with Might and Sorcery which Thanatos and Ucan multiply with Shared Might and Duality, then a super buffed Ucan can wipe the enemy team.
Beetloid/Glowdra/Spinner: Beetloid and Glowdra are great at applying Charge stacks and Sorcery buffs which Spinner can then use to oneshot an entire enemy team with Sticky Web.
Aside from that light shift for Oculus, Polterofen and Glowfly can build charge stacks insanely quickly. I also recently made a team spirit team with light shift wolf(with moon sword), light shift frosty(restoring wand) and darkshift Specter.
I also 2nd Terradrille on ancients teams in general ancient conjuntion/piercing lighting is truly fun will be curious to see if it remains unique after update.
And then I usually use Draconoir for the DPS, as he's a high crit fiend, plus his primary attacks are magical, neutral, and apply blind for some defensive use.
Do you have an image or know what that team's skills/items look like?
whats your set up for this because i tried it but it doesnt seem that good. did you build troll crit?
I know the PVP wiki references troll and Fungi as good monsters, so if you haven't checked that, it might have tips for some of the builds for how to combine them.
Using this team of 6, I beat all of the legendary keepers as well.
The strongest team I tested out in bravery mode was probably a shock build with some swappable pieces, that relied on heavily stacking shock on the enemy and benefitting from triggering or buffing shock damage. Spectral eagle, sizzle knight, goblin warlock, terradrile, qilin, and prometheus. The redundancy helped with if a member was taken out, but it was hard to replace the eagle in that run with what I had if that one lost. Beetloid or crackle night might have helped if I had them, but unsure. It was good enough for the postgame keepers, with I think a couple bad matchups that I had to swap in something else I had.
At one point for fun, I went back to my first playthrough and put together a shielding+sidekick-stacking team which finishes with either Terradrile or dark crystal Snail. I used Tanuki for shielding+buffing, which doesn't let you stack buffs as as high as some others but because of combination of random trigger abilities, can very easily randomly pile up buffs and fully shield in a single turn (shields and heals have a chance to buff, buffs have a chance to heal and shield, it chains for a while), so picking a second team member that allows buff stacking makes turn one or two result in the last member of the team, terradrile or crystal snail, to pretty much one-shot any single foe or deal heavy full party damage depending on what move is selected.
These likely have bad matchups against PVP, so I suspect both of these teams would be dubious choices in real matches, but they still feel satisfying.
I never got crystal snail in any bravery run (I think there's a bias against finding it due to where you can find it and what alternatives there are), but I did manage to put the terradrile variant together once. Terradriles are more common in bravery from trading in stones/potions, and I think bias towards getting a monster with levitate makes it slightly more likely to turn up where it can in chest eggs.
I feel like aazerach might be the single strongest monster in the game from my experiences with fighting it in randomizers/bravery and using it occasionally, but bravery mode meant I never had a synergistic team with it, and I don't really care for it much. Reptile or occult teams built around it may be among the best PVP options, along with maybe bleed-stacking teams, but that's an uninformed opinion.
Heavy Bleed Champion Team (Diavola as first and main Shielder / Additonal-Support, Vodinoy as a passive Bleed-Support / Ultimate-Shielder / Additional-Striker, and ending with Spinner for the great Attack-Variety / Bleed-Build to work past resistances) can defeat the entire Legendary Keeper Room (with a Blob team as back-up replacements) on the first new-game on Normal difficulty (could probably get the same results with other rules).
And can be built to be excessively tanky compared to any of the other occult-type Bleed Mons that struggle to stay alive in the Infinity-Arena as an example.
Bleed is also easily the strongest of "Stack" types in this game as it lands passive-damage (Stacks naturally ignore Buff resists) unlike Tether or Blind that need separate damage to end battles or Charges that are affected by Defenses.
The mid-game-primary and late-game-secondary Blob team (and the same ones that can level-up and defeat the Bleed-Champions to attain them) are Ice-Blob with Shields and Support, Nautilus for complete yet random Buff-Debuff Support, and Rainbow-Blob for a role similar to Spinner yet focused on the Buff-Debuff damage advantages with no Bleed available.
That particular Blob-team won't reach as far into the Infinity-Arena as the Tanky-Champion-Bleed-team yet are a force to be reckoned with when the Buff-game lines up correctly and eventually overwhelms the opponents similar to what happens with the Heavy-Bleed method.
Not to mention that Champion-Vodinoy gets wrecked so hard by Nautilus and those Blobs because of the Wind-damage weakness making for an easy catch.
Got the details of that build? I'd give that a shot.
Invest as many Defense and Health Plus passives as possible to make everyone Tanky. Equipment also favors adding Defense for the natural Damage Reduction.
Because the Infinity Arena and the Legendary Keeper battles favor a Tanky team rather than a lacking one. Passives and their Reactions take care of Damage.
Avoid investing the highest attacks unless it's a Shield skill; this will save on Costs as the lower Passives provide the power required.
= = = =
The Blob Team needs to add as many Shocks and Frozens as possible then use Nautilid and Rainbow Blob to use strikes that gain more power from those DeBuffs.
Allowing other DeBuffs like Burns and Poisons are also needed; Nautilid needs to have those random chances to place more DeBuffs as well.
Ice Blob is the Shielder therefore invest everything to raise it's defense and anything that empowers it's shields further.
= = = =
Bleed is very heavy on this team; it's important to Tank enemy strikes for as long as possible to let the Bleeds destroy the opponent quickly after a short time.
"Viola" (as I like to call that Plant) is the strongest Shielder for the heavy-Bleed team - avoid offense skills and only invest into defensive options. The Shields will Weaken the Opponent Damage hence adds to this team's Tanky potential.
Vodinoy uses it's Ultimate to provide extra Shields when needed to tank for a turn - otherwise the normal attacks are empowered by it's Passives and it passively makes the Bleed-strategy much stronger.
Spinner is the "Rainbow Blob" of this team as it has almost all the Elements to strike opponent weaknesses. Plus it's the Bleed Striker of this team. Get the Poison Bite that leeches Health to augment survival.
I know it's tempting to invest the highest strikes to max the Bleeds yet it's better to only use the 2nd-highest strikes to work-around opponent resistances.