irinya's notes: Kiri Teambuilding in February C10

February 15, 2018

Introduction
As with last time, here's a guide on how to build Kiri for this month's Challenge 10 with a very gentle REM requirement aside from Kiri herself. I've presented a few different options to hopefully make the build accessible to as many players as possible. As such, these builds do not require you to own Zeus Verse. In the same vein, this guide assumes that you do not have the unbindable leader badge.

I do actually think that Kiri is one of the better ways to approach this month's final Challenge. Even for players who do have the tools in their box to take down the diversity of mechanics this dungeon has to offer, clearing with Kiri is likely to be at least as reliable (if not more). Further, contrary to some of the horror stories you might have heard about cheese, this clear should take no more than 20-25 minutes total even if you zone out a bit, as you are simply making 1c without any further thought on the vast majority of your turns.

Because I'm only covering one dungeon this time, instead of three, I'll also take this opportunity to go into build options in more depth and detail, and it's thus my hope that this writeup will outline the thought process behind sub selections and cheese teambuilding better than the previous one did, and in doing so be more informative to players as well.

All of these builds use a friend's Kiri with Zeus Verse inherit and SDR latents. If you have not finished Challenge 10 and are in need of such a friend, I will be accepting friend requests for my Kiri (Verse) for the remainder of the month. Please feel free to send me a request at 317 798 354 in this case. As a courtesy to both myself and others, please do not send me a friend request if you have another readily available Kiri (Verse) friend, or if you have already completed the challenge.

Special thanks to Estina for helping me refine build options and test alternatives.

Finally, here's a quick recap of Kiri.

HP: 4189 | ATK: 1920 | RCV: 290 | WT: 899 | Dragon/Attacker
LS: 3x ATK when clearing 6 connected Water Orbs, 5x when 8+ connected; Reduce damage from Fire Att. enemies by 75%. [1/25/1, 93.75% reduction]
AS: Changes all enemies' Att. to Fire (ignores status shield); other allies' skills charge by 1 turn. [CD: 16]

Onto the challenge! The first build below will use Isis as the only REM requirement outside of Kiri herself and is the most straightforward and reliable of the bunch.


Challenge 10 - 7x6 Board, Isis version
Overview. This is the preferred and most reliable team, able to deal with everything the dungeon tries to do and clear very consistently. It is also probably the easiest build to run, as you are not required to do anything more than make one combo on the vast majority of floors and spawns. If you have a max skilled Awoken or Revo Isis, this is what you should be running.

Team Setup. Unlike many other Kiri builds, Skill Boost takes a bit of a backseat due to how Volsung's skill set works. It's still nice to have and we'll still have 10 in total, but in this specific case it's not a mandatory teambuilding consideration. This allows us to work better tools for the rest of the dungeon (such as Isis!) into the build. Because not all the floors are Dragon-type and we don't want to be in this dungeon for twelve years, we need a way to actually kill floors as well, and so gravities become the tools of choice.



You may click on a component of the team below to show/hide a detailed explanation of its selection and explore possible alternatives.
  • Zeus and Hera
  • Swallowtail
  • Isis
  • Hel
  • Your own Kiri
  • Your friend's Kiri

Floor-by-floor. The general strategy is to simply stall, autoheal through hits, and one-shot with two Zeus and Hera followed by Zeus Verse. Again, make sure that whatever protection inherit you put on your Kiri does not come up. Below are some important notes or things to keep in mind for each floor:
  • Floor 1 is actually one of the trickiest. Use your poison right away. Though unlikely, it is possible for your run to instantly end when you somehow skyfall a clump of 17 water orbs, knocking Volsung to resolve and immediately being obliterated by him. On this floor, you want to prioritize doing as little damage as possible. Only match one combo at a time, preferably not water, and try to unmatch around that combo to reduce skyfalls. Volsung won't actually hit you and will just delay you repeatedly. None of your other actives will charge, but the SDR Kiri should be up pretty quickly. As soon as that Kiri is up, use her immediately and continue making single combos until you have her back.

    Once you hit Volsung below 90% (which is actually reasonably likely before Kiri comes up again, even with single combos) he'll start making water orbs for you. Matching 9 water orbs with 3 combos in total will one-shot him, and poison will allow you to kill him through his resolve. DO NOT try to damage control Volsung. It is possible, but is on the whole much more dangerous than worthwhile. There's a reason poison is the preferred option.
  • Floors 2 and 3 are extremely straightforward -- just stall for gravities and blow them up. Remember to convert EKMD to red. DO NOT use any gravities on Floor 3 if you cannot immediately one-shot, as he will bind your entire team and you will die. Additionally, DO NOT kill this floor without making sure sure your own Kiri has more than 4 turns of delay protection.
  • Floor 4 is extremely unremarkable. Convert immediately and stall. You might have the option to kill this thing before your gravities are even up, which is totally fine as long as your Kiri is ready to convert the next floor.
  • Floor 5's awakening bind does not matter whatsoever. Convert immediately, use Hel, and stall. Don't be too afraid of Linthia: no part of her skill set can really touch you, and even her execution hit is peanuts compared to your massive tankiness. This works greatly in your favor, because you actually must kill Linthia without using your gravities. Make sure all your gravities are up, then save blue orbs and kill her. Save up 12 water orbs, then make three combos: one with 9 water, one with 3 water, and one additional combo of any color. It's fine if your own Kiri's protection inherit comes up, as you do not need her base skill anymore. However, you must make sure not to enter the next floor while skill bound.
  • Floor 6 should be killed with your gravities immediately.
  • Floor 7 is actually not difficult at all. The bombs spawn in the same place every time and can just be swiped, but make sure the locks don't get in the way and leave you with stray bombs, as that's probably the easiest way to die here. Use Isis when your team gets bound. When your gravities come up, button Goemon into the ground for glorious, glorious success.


Challenge 10 - 7x6 Board, no Isis
Overview. Though the build with Isis is the cleanest option, it can't really be helped if you just don't have her! Don't worry; it's still possible to reliably clear with an alternate setup using different cards. The biggest difference is that without Isis, Goemon must be dealt with immediately, as he cannot be stalled on anymore. This has the side effect of making the build slightly faster as well (though that wasn't the primary goal).

Team Setup. Taking these new factors into account, we arrive at the following:



Any team options that differ from what was presented in the previous build are discussed below. Again, click to show/hide.
  • Zeus Mercury
  • Your Kiri's gravity
  • An unlocker

Floor-by-floor. The overall strategy is still to convert floors, stall, and gravity them down. The specifics of each floor through Floor 4 are identical to the previous build, and have been copied here for your convenience. Starting with Floor 5, there start to be some different considerations; pay attention to those, as a misstep there can likely result in your death.
  • Floor 1 is identical to the previous build. Use your poison right away. Though unlikely, it is possible for your run to instantly end when you somehow skyfall a clump of 17 water orbs, knocking Volsung to resolve and immediately being obliterated by him. On this floor, you want to prioritize doing as little damage as possible. Only match one combo at a time, preferably not water, and try to unmatch around that combo to reduce skyfalls. Volsung won't actually hit you and will just delay you repeatedly. None of your other actives will charge, but the SDR Kiri should be up pretty quickly. As soon as that Kiri is up, use her immediately and continue making single combos until you have her back.

    Once you hit Volsung below 90% (which is actually reasonably likely before Kiri comes up again, even with single combos) he'll start making water orbs for you. Matching 9 water orbs with 3 combos in total will one-shot him, and poison will allow you to kill him through his resolve. DO NOT try to damage control Volsung. It is possible, but is on the whole much more dangerous than worthwhile. There's a reason poison is the preferred option.
  • Floors 2 and 3 also play identically and are extremely straightforward -- just stall for gravities and blow them up. Remember to convert EKMD to red. DO NOT use any gravities on Floor 3 if you cannot immediately one-shot, as he will bind your entire team and you will die. Additionally, DO NOT kill this floor without making sure sure your own Kiri has more than 4 turns of delay protection.
  • Floor 4 is identical as well. Convert immediately and stall. You might have the option to kill this thing before your gravities are even up, which is totally fine as long as your Kiri is ready to convert the next floor.
  • Floor 5 is where the strategy diverges. The awakening bind still does not matter at all, which is rather nice. Convert this floor immediately and stall. Don't be too afraid of Linthia: no part of her skill set can really touch you, and even her execution hit is peanuts compared to your massive tankiness. The poison skyfall will be slightly annoying, but should be manageable here. Linthia loves to convert your leftmost and rightmost columns, and if you move poisons into those columns, she will conveniently erase them for you. You should not ever have to match poison on purpose.

    You're going to kill this floor by comboing: save up 12 water orbs, then make three combos: one with 9 water, one with 3 water, and one additional combo of any color. Before you do this, though, make sure all skills and all inherits are up, as you will need all your skills in rapid succession for the next two floors. For maximum reliability, stall for 99 turns here to get rid of poison skyfall, which has the (admittedly low) possibility of killing you when you do a full board swipe on the next floor. Finally, do not enter the next floor while skill bound.
  • Floor 6 is dealt with in two turns. On your first turn, use Kiri's gravity inherit right away and make whatever combos you want. Orochi will lock the board, enrage, and drop his 99% damage reduction shield. Now, use your unlocker into your full water board (alternately your Machine Goemon into your fire --> water inherit) and swipe to kill him.
  • Floor 7 Upon entering this floor, use your 100% gravity combination to take him down immediately.


Summary
These builds are both efficient, robust, and accessible to a large portion of players. They are, however, certainly not the only options available. I've listed numerous alternatives, but they of course do not represent the entire realm of what's possible in terms of cheesing this dungeon. Please feel free to comment or otherwise contact me with any questions you might have.

I'm happy to help you with builds for this dungeon if for whatever reason you cannot make the ones described here, but unfortunately I simply don't have the time to look through player's boxes and craft extremely tailored builds. Thus, if you do have a cheese teambuilding question for this challenge, I encourage you to come up with some ideas of your own first to present for feedback, as this furthers your own teambuilding and critical thinking skills as well!

26 comments:

  1. Is your Kiri max skilled? I sold all my Water Text Dragons since Dragon Forest and I regret it badly because I didn't know they had the same skill.

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    1. Btw I sent a friend request. My username is popohou.

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  2. Hello, discovered your guide and sent a friend request. Im no pro but Im just this floor away from obtaining my very first god mask. Even if you cannot accept Im glad I found this guide. As a side note, can Rathian substitue swallowtail? Thank you very much.

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    1. Rathian needs to be max skilled and you need to have another Skill Boost somewhere. Inheriting a quick haste on Isis is one solution to that, though you have to be EXTREMELY careful to make sure to use Isis every three turns on Machine Goemon (or else you will die when he binds you).

      Swallowtail is probably still the best option, even if it is a bit annoying to make. Look at it this way though, you still have nearly two weeks!

      If you've requested, I've already accepted! :)

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    2. Thank you for accepting my request. I don't have Isis so Im going with your Mercury strategy. Does Kiri need to have +?

      Thanks again, Migeru

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  3. I've been struggling with this dungeon and just came upon your post. Didn't even realize I had Kiri and was able to scrap the rest of the team together. I sent you a request from /r/sebas (335,380,209) Thanks for the help! If you can accept the request, should I unrequest you after so other people can have a chance?

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    1. If you've requested me, I've added you already and you don't need to remove me!

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  4. I finally did it! Thank you so much!! By the way, do you think Yog can pull this off in multiplayer? Now I have to help a friend XD

    Thanks again!

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    1. It's possible, but I actually hate Yog so I'm not the one to ask for it, hahaha. Best of luck, and you're very welcome!

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  5. Great guide, cleared it with a Diablos inherited on Kiri following the Isis guide. Made some floors a bit harder but it's doable. Thanks for the guide.

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    1. You're very welcome, congrats on clearing! Did you just stall a ton, since Zera > Zera > Diablos can't kill a floor in one cycle?

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  6. I need a friend kiri! Have the setup ready/with lmeta

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  7. Hey irinya, I've built very similar teams to what you have described above but it's been kind of pieces and parts across both my accounts. I have Kiri as a leader on both, neither of them are skilled max nor do I have any cards that has a true gravity skill, so I can live forever on level 2 but I cannot do any damage other than conventional gravity so I can never get the kill (even with an all-blue board change). I'll friend request you from "Erik" and "E2" but if you have any advice without having to accept my friend request, in interest of not bogging down your friend box, it would sure be appreciated. Thank you!

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    1. Hi, don't worry at all about my friend box, that's exactly what the offer is for! Please feel free to send me friend requests. :)

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  8. Hey! Right now, the best I can do is Kiri(Sakuya), OdinDra, Zera(unawakened/unskilled), Swallowtail(unawakened/unskilled)(Diaochan), Zeus Mercury (unawakened/unskilled), and then your op op Kiri.

    Would this work? If not, what part of the guide did my blind eyes miss?
    Sent a request as well, thanks in advance!

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    1. Augh, messed up there. Meant to say the Trailo dude with 20% true grav instead of Sakuya, don't know how my mind wandered there.

      Also, now that I look at it, the picture has the monsters all awakened. Is this purely for the skill boosts?

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    2. Nothing on your side needs to be skilled up, but everything does need to be evolved and have awakenings. (You can skip the second one on Swallowtail.) This is partly for the Skill Boosts so that it's possible to get Swallowtail up to use on the first turn, but also partly to help you through the dungeon. For instance, the autoheals massively increase consistency by enabling you to not match hearts every turn; Kiri's Dragon Killers are necessary for killing the floors you do with her, etc.

      You will also need two Zera to actually kill a floor unless you want to stall nearly twice as long. You can't use a grav inherited on Kiri for this, because then you won't have Kiri to convert the next floor (unless, again, you want to stall her back). Inheriting Trailo on Odin Dragon will be just fine (45 + 35 + 20 = 100) but then you will still need another gravity inherited on Kiri, as the no-Isis build needs a "spare" grav for Orochi.

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    3. So a Sakuya on Kiri and Trailo on OdinDra will work just as well. Thanks!

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    4. Wait I just absolutely glossed over what you said. I'm starting to realize how poor my reading skills are.
      Thanks for all your help though. 2nd Zera, coming right up!

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  9. I have an alt and both of my accounts have Kiri. Are there any changes you would make for a faster co-op setup? Or should i just load on delays/hastes onto my alt and carry it though?

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  10. Thank you for putting this together!

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  11. Hey Irinya I just wanted to thank you SO much for putting this together! I left Feb C10 until the last day and I wasn't sure how to solve it with Kiri until I found your blog yesterday. Thanks!

    I ran Kiri (Vers), Zeus Hera, Whaledor (Trailovka), Revo Isis, Lilith.

    For poison / floor1: I didn't have a Swallowtail or enough time/stamina to make one, so I puzzled for a long time about how to deal with this. I thought I could handle it with a delay or a shield, but the fact that you have to let him repeatedly skill-delay you really makes a Turn 1 solution rather critical. I almost blew 3 SDR's on something random before I realized I had a 2012-era Lilith sitting in my box. In her Devil form she even brings an auto heal. A messy & worthless solution but it worked.

    It was very straightforward in all and took maybe 30-40 minutes. The hardest part for me was not dying of boredom as I stalled up the gravs, and then not bringing Ares below 70% on his floor. I opted not to stall out Linthia's poison debuff and instead lived dangerously on Goemon.

    It doesn't matter any more since Feb is over but I was puzzled by why you mentioned players might be dealing with locked orbs on Goemon. Max skilled Kiri + max skilled Zeus is 51 turns. The guide instructs to wait this up on Fls 2, 3, and 6 at minimum. So that 99 turn locked orb debuff was very much in the past by the time I got to Goemon. Just a side note for the next time you recommend a Kiri + Vers setup :))

    In general I wanted to thank you for this blog and these posts again! I appreciate that you always take the time to write this for our monthly challenges - it's a big help when putting these teams together with what I've got in my box.

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  12. your post is outstanding that is very much useful for me.

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