Hello pals, this may be my 1st time doing a sorta of guide/build. Since the next season i gonna have the limit of continue capsules removed I just though about doing a guide to help f2p (I could try to cover p2w guides, but they have better options than us and I also don't have the digis that can exploit climbing better). However before looking more into this, this team isn't easy to get, but is one of the best teams to climb tower, I have tried it twice before posting this so I could confirm this was an ok build and it was (1st week I got to tier 57, and now tier 62 this week). So let's start this kinda of guide.
Since the beta, tower has been a pretty interesting ingame event to say the least. It sure has good rewards, but it is a lot of time consuming and usually f2p players get stuck on low tiers/medium tiers.
Trying to find some fast reliable team, I tried many different builds till I got one that can be fast to clean lower floors while having consistency on the high floors by making a small loop into your cards (explained later).
So now with continue capsules, I hope this guide helps other players to get into the ranks.
II.- Basic Aspects
There are 2 basic things to know at tower for building a team like (atleast the ones i think are the most important):
* Mons in tower get their Hp higher every tier you pass, same as their dmg.
* Each 5 tiers you'll fight a mono race opponent team (5 -> dragon, 10 -> knight (? don't remember it atm), 15 -> nature (if 10 isn't knight, then this is 10 and knight shall be 15), 20 -> holy and 25 -> dark, after that it repeats the same sequence starting from dragon).
III.- The build
Due to the aspects said before we can agree that the best attacking mons are dark and holy due to being unresisted on all tiers, and therefore we should avoid having knight/dragon/nature mons.
Also the dmg gets so high that you should avoid getting hit, and that's where delayers come handy. So that being said I'll explain the choices made a bit deepers and some alternatives to it:
This should be no surprise, pumpmon SP+ stands out there as one of the best leaders for tower. Being a dark digimon helps to get better overall dmg, while having the delayer skill in 8 turns (Big delay = add 2 turns to your opponent) which is important to have as the mons get harder.
One of the low points of pumpmon is that his main skill is a total waste in this build (can be better in a pure dark loop build with 4 cherubis evil sp but not so fine here) as sometimes you'll be forced to use this skill one turn later that you want due to not missing your metalgarurumon loop. Still, good overall attack which can get up to 800 runed for a better dmg output sets Pumpmon as one of the best leaders in all game for tower.
Avaliable in: Halloween ticket eggs (kinda of limited time digi)
Dianamon: Dianamon is a truly good digimon for tower due to having 2 very usable skills, big delay in 8 turns and max dmg as main. However being a nature digimon surely does hurt (if you go with this at tier 55 let's say, you'll be hitting for low dmg on the dragon enemies and that's something you shouldn't allow yourself to do). For neutral dmg she's gonna end up having more dmg output that Pumpmon due to having more atk and that skill, but in will take consistency out a bit.
It is important to say that what she has over pumpmon is the ability to keep using the delay whenever you want without interrupting metalgarurumon small loop.
Anubismon God+: I had to edit again cuz I forgot about this mon. He's amazing but has 1 turn more compared to diana and pumpmon, and therefore in falls in the same category of usage as apocalypmon sp. Can be really good in mono holy with cherubis and shakas, but won't create a infinity loop like pumpmon or diana. Good mon overall and one many people could have gotten in the previous events.
Apocalypmon SP: Apoca is like a small version of Pumpmon sp+, that can be spawn whenever you want without interrupting your attack loop. It does punch a bit more of attack and doesn't have the downside of dianamon as he's also dark. However small delay (1 turn added) is less effective than big delay in 8 turns explained here:
Big delay charging time with 3 reducers: 3 turns most of the time (2 turns sometimes, and not very often in 4 turns).
Opponent mon attacks in 3 turns: add 2 (charge in 3 turns) you'll have a total 7-9 turns to kill opponent mon before he hits you.
Small delay charging time: 2 turns (with 3 reducers all the time).
Opponent mon attacks in 3 turns: add 1 turn (charges in 2) you'll have a total of 6 turns before he hits you.
Mileniumon: He's a big delayer with it as main skill, but takes 10 turns. Using him is up to you, good digi if you don't have the other mons that are top delayers and also he won't take your leader spot, which opens different approaches.
Zeedmilenium/Imp FM, Shakkoumon: Both are good mons and reduce the dmg 3/4 of it, this skill is Very Good at high tiers: 3 mons attacking in 3 turns a tier 62: about 5k dmg per mon * 1/4 = 1250 (kinda of) dmg per digi.
You can actually tank 2 hits of digis, and this build is more reliable when there are digis that attack almost in the same turn (333xx, 4444x) If you can actually take 2 digis out before they hit you.
On the downside, this build requires more thinking, and also you'll have to practice more to adapt yourself to this, however this build gets better by using runes, even better than Pumpmon Build. Keep an eye on these digis.
Yggdrasil: Sometimes it can work, due to his leader skill, but this won't get you pass the bosses, so is more like situational.
- Members 1, 2 and 3: 5 turn Slight reducers (Cherubimon Good and Evil SP, shakamon)
This doesn't need an explanation. 3 reducers seems to be the best number of this digis to work with all of them do the same, reduce 1 turn. All of these reducer charge in 5 turns, and when used, they charged themselfs having them full in 2 turns, which improves the consistency of this build greatly. As you won't deal 9999 per turn, their location is something important to hit dmg better. So you should put 1st cherubi evil sp under pumpmon and then after it doesn't matter if it is good or shaka the one that follows. This will ensure for a more localized dmg on the digis you'll attack.
Cherubimon Evil SP: Avaliable in Flash tickets
Cherubimon Good SP: Avaliable in free tickets
Shakamon SP: Avaliable in GSP
Tbh, there's no other reliable options for slight reducers. Vademon can be as close as a reliable choice but that 1 turn extra (charges in 6 turns) kills it. Ceresmon does have this skill in 5 turns, but it is its leader skill, and that also will limit you to use milleniumon.
Drastically reducers get a mention due to adding 2 turns and charging in 9 turns, Havn't tested yet, but maybe (just maybe) could work, like 3 examons from tower or something like that. However i don't want to say they are the way to go if you don't have the others cuz I havn't tested them yet, if you do have tested them, don't hesitate to show us your results
- Member 4: Metalgarurumon X Antibody (Dmg dealer)
The last digi you'll need in your team and the one this build is done entirely around. MGX is a more reliable lowemon, but usually requires 2 turns to generate wild cards (1st turn use skill, then discard cards and 2nd turn you can shot a combo fo some wild cards with incoming wild cards stored also).
He's a lr so he has that goodie attack over 850 and with the loop it can get over to 7500 or more (runed).
His biggest downside is its typing (knight) however he'll be your dmg dealer in tower and can hit pretty hard even resisted.
Avaliable in: Flash tickets.
Other Options: Lowemon can be a sorta of dmg dealer, but he's totally random, and his dmg output won't get as higher as mgx with the loop (he's dark however and gets neutral coverage).
Examon can be a better way to go but you need him 4/5, and the main reason to play tower is to get him. If you want to use exa, then I suggest using this digi as our member for delayer: http://www.digimon-heroes.com/digimon/ulforcevdramon-4 (however he's a dm mon)
So far your team should like this (can also get better if you rune your digimons for more dmg output, also metalgarurumon x antibdoy should be the last one, cuz he will be dealing half to nature)
IV.- Strategy (How do i use this build?)
1st is nothing that hard to use but you'll need to practice just a bit. These are the key things to know on how to use this:
1.- Wait 2 turns till charge is done.
2.- Use metalgarurumon x antibody skill and generate the loop.
3.- Keep using the loop and you'll advance kinda of fast. Don't use pumpmon sp+ skill, you won't need it till maybe tier 20~30 (Usually i'll start using it at tier 26).
Medium/High tiers (26 and onwards):
1.- Use pumpmon skill. Be careful, if you will break the loop (due to metalgarurumon not having an stored charged skill after you use the delay due to the purple cards incoming) then wait 1 turn to use it.
2.- Use all your slight reducers (yes the 3 of them). The sooner you use them, the faster they'll charge theirselfs and pumpmon.
3.- Attack using mgx skill.
4.- Repeat from step 1.
V.- The loop
Well I didn't have a better name to put to this, maybe small rainbow combo? Or w/e you want to call this.
This is what I called to a certain position of the cards that you can make in your board to attack for 6000~7500 dmg per digi per turn. This combination is easy to do, And you should try not to break it (unless you missclicked or you're in a dessperated situation).
This are the steps to generate this (for this example i'll use the set up as if you're starting from 0)
1.- Discard cards in any way you want till you get 5 cards of different colors of each one (you'll need a bit of thinking to know what cards to discard in order to achieve this in the lesser amount of turns possible)
Turn 3 (forgot to take screen of turn 2, but basicly another discard turn):
2.- Use metalgarurumon X skill to change cards to wild and discrd more
Still turn 3:
Turn 4: Last cards to discard to have the loop done (discarding one dragon, dark and 1 rainbow).
3.- After you have the loop done in your board, use your metalgarurumon skill again that should be charged now, to get incoming wild cards.
Turn 5: You loop should look like this:
Turn 5: After using metalgarurumon skill
4.- Start attacking over and over, metalgarurumon skill will charge every turn thanks to slight reducers. The dmg output will get up to 7,5k (from metalgaruru) and as low as 5,9k (from cherubis). Feel free to rune for more dmg.
Example of dmg at tower ( my mgx is runed)
VI.- About quit and trying to get in again
If you log out from tower (as it takes a lot of time to climb tower), your best bet is to use pumpmon for delaying and attacking with a garuru combo charged in 2 turns, once you have only enemy and you see that he has spare time before he hits you, try to generate the loop. But remember, the best is to go the safe way, if you can't do the loop, attack with wild cards combo (something like this can get up a lot of dmg too, but sometimes is random):
You just need to make sure there are no more than 3 cards that are without a pair (your match counts as the 1st cards that have no pair).
Well that's my build, if you have any feedback to leave or suggestions, don't forget to make them. Feel free to try this build, improve it or make it your own.
VIII.- Special thanks and Honorable Mentions
Giskard for the feedback he's giving on this post.
Also l4crineitor and other tamers for using a similar build before (mostly cuz of having pumpmon as leader) which got me intrigued and put me on working for a build that works.
Also I'll try to keep upgrading this guide with the feedback you guys give, and if there's any mistake or grammar error it will mainly be due to my english not being that good (I'm peruvian so my main language is still spanish >_<)