User blog:Gagateam/Dungeon Strategy

General Tips

 * All Titans battles should be done manually.


 * You should not use the Oracle to determine which battle to take as long as none of your titan died.


 * You should always abort the battle before winning it. Aborting let you take the time to evaluate your performance and decide to start over or accept the result and finish the battle. To abort the battle, you can use the ESC keyboard key or if you are on a Keyboard less device press the green Pause button.


 * Activating the Titan attack can be done more precisely with the keyboard than with the mouse, use both for maximum speed. There are keyboards shortcuts to activate the attacks:
 * Keys 1,2,3,4,5 will activate the attacks of the Titan in the corresponding position.
 * Key A will switch automatic mode on/off.
 * Key Q will activate the Totem.


 * If in an Elemental battle you can't avoid loosing your Defender, Start the battle without him, you may have a chance to heal that defender later in a Mixed mode battle (not Sigurd) or have a better Energy level in the next elemental battle or be confronted with lower level enemies.


 * After each battle, calculate your health gain or loss by going to the info panel to the "Damage Taken" and "Healing" sections. This will help sharpen your impression of the battle on which you must rely to decide to abort or continue.

Optimizing your Titans for Dungeon Performance
Preamble

Keeping the Team balanced and optimized for the dungeon is difficult: You have to identify the cause of your problem. Devise an appropriate corrective action, and implement it. For this reason, I recommend to implement any change (level/star/artifact level/artifact star/totem in small increments and test the result.

Artifacts

To improve your dungeon performance, you need to raise the Crown artifacts for the Defenders (Moloch, Angus, Sigurd).

Improving the Seals can help in some situation, however, seals shorten enemy lives, if you raise the Seals to high, you might find yourself in a situation where You can't recharge the energy because the enemy dies too soon or you can't exploit you water totem because the battle is over before it is charged or you can fully benefit from it for 10 seconds.

Artifact optimization for the War team is another subject.

Titan Level

From level 40 to level 90, It's probably best to keep all Titans around the same level. When leveling, start the increase with the Defender then the Super followed by the rest.

With the water Element, once you Totem reach a high level or if you boost the Seals too much or The weapon, You will have to balance the team to not kill you enemies too fast. I do it by raising the level of Sigurd and Hyperion above the one of Nova and Mairi. For the Fire and Earth team so far I did not had to use this system.

Mixed Mode Battles
Objectives


 * End every battle with all Titan fully charged or as close to it as possible.
 * Maximize Healing by Hyperion
 * Minimize damage taken by exploiting stun, shield, abyss curse, subterranean prison.

Selecting which of the defender to heal, must be guided by the enemy team composition. If it's mainly fire, do not try to heal Angus. If it's mainly water, do not try to heal Moloch.

Mixed Team composition (for no water Totem teams)

The possible team compositions are large. Healing Angus is more difficult than Healing Moloch.

Sample typical team: Hyperion, Moloch/Angus, Ignus/Mairi, Araji/Eden, Avalon.

We want Hyperion in the team, without him, no healing.

Avalon + Mairi is a good combination as the reduced damage prolong Avalon shield.

There is no Vulcan as he does not have any way to delay taking damage.

If the enemy is very weak, you may need to prolong its live to ensure your team is recharged at the end. That can be done by:


 * Delaying the Eden or Hyperion attack by 1 to 2 sec.


 * Not using the Ignis boost.


 * Relaying on Eden subterranean prison

If the enemy is extraordinarily strong, you may need to shorten his life. You can do that in this way:


 * Use Eden and Hyperion.


 * Use Ignis on both Moloch and Araji.


 * Use your totem. (But that constraint your choice of team composition.)

Battle start


 * Use the Supers attack (Eden/Hyperion asap)


 * Use Shield or stunt in sequence depending on team composition (Sigurd then Avalon + Mairi then last resort Ignis (optional) + Moloch + Nova)


 * Use Ignis (optional) + Araji

Battle End

Time Araji so that he either

A) Kill everyone.

B) Leave one to be stunned by Eden and finished by the rest.

C) Leave two titans to be killed by a double kill by Eden or Hyperion. One kill charge Hyperion/Eden to 50% Energy, 2 kill Charge them nearly to 100% Energy (in the War battle, It's 100%, in the Dungeon Battle it's a bit below that).

Option C has a good chance to fail because another Titan may steal one of the Kill. Without leaving you the time to abort, so it is risky.

In every case, do not get hit by Eden or Hyperion, a small duration hit by Araji can be acceptable.

Ensure that everyone is near energy full

Be sure that Hyperion did his healing at 1:54 and 1:34, if not, abort and restart the game.

The healing is noticeable in the health bar above the Titan (It’s not identifiable in the bar below the screen)

Hyperion will not heal anybody if you do not take damage. You need to let a gap in the shielding to take one or two hits depending on battle length. For example, you could: hit Mairi take a single hit then hit Avalon

If everything is done correctly, at the end of a mixed mode battle, you should have gained health, and everyone should be near full energy.

Opponent power and level in the dungeon
The dungeon adapt itself to your Element maximum level. For instance, if you increase all your titan by 10 levels using emeralds, as soon as you hit new levels the next day, the difficulty will match your new team levels. If you increase one titan alone by 10 levels, the opposing team will be the same as if you increased all your titan by 10 levels. So, you would be in a very bad spot.

For the dungeon, it is best to keep all titans of the same element within 5 levels of each other The closer the levels are, the easier it is.

The element enemy level raise slowly with the team you use. The more you use an Element, the more that element enemy will rise.

Once The enemy reach level 120 with 3 Titans, it will continue to climb in power in my case, it was done by returning to level 107 but with 4 enemy Titans instead of 3.

Once in a blue moon, the dungeon gives you a difficult opponent like facing a mixed team 15 levels above yours That is totally random and occur about once every 500 levels. Once you get past that difficulty, it is back to business as usual.

Where to stop for the day
Your first task being to bring all your titans to 100% Energy, starting the dungeon day with a mixed match is bad.

If the first titan team of the 10 levels series of match only offer a mixed match avoid restarting at that series.

Starting the day
At the start of the day, the first energy loading leave Sigurd, Moloch, Angus at 50% to 80% health. The number varies depending on your defender seals and random opponent strength variations.

Then you start healing the defenders with mixed matches...

You will have some failure to abort bad victories. You will also miss some healing. Hyperion healing is rather capricious. Sometimes it gives 100% of the advertised healing, sometimes, it's a fraction like 84%, 44%, 18% or 0%. Sometimes it decides on a second healing at 1:48 instead of 1:34, stuns and Eden action can also impair or delay the healing...

The key is to abort (ESC key) if you feel that:


 * You have taken to much damage


 * You have received insufficient healing


 * Some Titans energy level are not sufficient to make the next battle safely.

Mixed mode battle with a water Totem
The previous general considerations still stand. In addition you must not use the attack of the non-Water titan as that would prevent energizing your water totem before the enemy death.

Composition A: Hyperion+Mairi+Nova+[Angus|Moloch]+Sigurd

This one work if Angus or Moloch are bellow 40% Health but does not give the most global healing.

You can, however, revive a near death Angus or Moloch and have some health "transferred" from Sigurd to Angus or Moloch. With this team composition Angus|Moloch will normally not take damage except if there are two Defender in the enemy team.

Composition B: Hyperion+Eden+Mairi+Nova+[Angus|Moloch]

This one work if Angus or Moloch are above 40% Health

With team combo 2 healing varies from -1M to +2M, but due to Eden randomness, you must repeat the match 4-5 time until your Eden target the correct enemy.

For Combo2, the choice of healing Moloch or Angus must not be done on their respective health, but it must be done based on your Moloch or Angus elemental armor benefit.

So, to take advantage of your elemental armor and reduce your damage taken, if the enemy is mainly water, heal Angus. If the enemy is mainly Earth, heal Moloch.

The Earth Battle
Use Angus attack and activate Avalon shield as soon as they are available.

Optional (depend on enemy total Health) use Sylva attack.

Wait just before your Avalon shield collapse then use Eden to do a double kill.

If the enemy is too healthy to finish that early, you will have to rely on Eden subterranean prison.

Be sure that Eden imprisoned the Hyperion, you do not want to take damage from him. If another was the target, abort and retry the match.

The Water Battle (without water totem)
Launch Hyperion attack.

Raise Hyperion shield wait for it to expire.

Optional reduce enemy attack with Mairi

You need to take some minimal damage now, for Hyperion to heal someone

If you do not see Hyperion healing effect at 1:54, abort and retry.

Stun the rear guard with Nova.

Beware, after Moloch death, the enemy is moving. It cannot attack while moving. You also risk Nova missing some of his targets when they are moving. Wait for them to reach their new position before stunning them.

If nova stun duration is not long enough to ensure all enemy death. You may want to delay the stun action just as Araji launch his attack to interrupt that.

The Water Battle (with a water totem)
You want to build your Totem, If your totem is too high or your seals are too high, the battle will be over before you can activate the totem. To promote totem activation, refrain from using the Hyperion and Nova attacks. You can however use Sigurd Shield and Mairi Damage reduction. In extreme case, consider dropping the water Titan doing the most damage. Another option is to Level Sigurd and Hyperion above Nova & Mairi.

The Fire Battle
If possible, you must avoid fire battle. They are the battles where you will take the most damage. There is not much subtlety to these battles, you want the combat to be over as soon as possible. There are however a few tricky bits...


 * When you are on the move, you cannot attack.
 * You do not want to waste big attacks by Moloch and Vulcan on near death targets.
 * You want to make the most out of Ignis boost, its duration is 3 seconds. You want its action contained within the 7 seconds Araji burn.


 * If you cannot kill Eden before he uses his massive attack, then reserve Moloch stun for him.

It is also very unlikely that you can be at 100% Energy on all Fire Titan at the end of the battle. Especially if you use the fire totem to cut the battle short.