How to Carry: Star Justice

 Star Justice No Combo Carry

Star Justice has been plaguing several of the users on my server, both carriers and new players alike, given the handful of additional requirements of All Attributes, the multiple resolves, the skill delays and more.

Well, no more worries! Here’s a star justice no combo carry!

Basically the person being carried only has to use skills and match 0-2 combos per turn, never doing damage or needing any matching skills.

The Teams

Player 1: Sherias Roots / Dark Kali (sdr) / Ganesha (sdr) / Chibi Gran (sdr) / Orochi

Note: Player 1 team is quite fixed outside of exchanging Ganesha for Raphael which means you cannot use your DKali in an emergency for other floors.

    

Player 2: Rainbow lead (6x or better like Light Kali) / 99 true damage / 3+ turn delay / flex / flex

  

This makes the P2 side completely farmable outside of needing a REM rainbow lead! And the rainbow lead can be Light Kali (very common), Dark Kali, Roots, Sakuya, etc.

 

The 99 true damage is farmable in the form of Baby Match Plus, Mandrake or some others.

 

The 3+ turn delay is Echidna (and seasonal variants) or Awoken Orochi.

Flex can really be anything since no other utility is needed. Tengu / Shield / a backup delay. The only thing here is to make sure you get all attributes in with enough Skill Boosts.

 

How it works

Floor 1 – Homura

P1: Match and kill.

P2: Roots active.

 

Floor 2 – Kamui

WARNING. Awakenings and skills are disabled with an added -1s debuff. Don’t try and combo too much on 3s.

P2: Save all colors and clear any extra 3 of any non-heart color. Ideally have 6 hearts and minimum 3 of the rest. Once the required orbs are on the board you can just 0c.

P1: Same as above.*

P2: Same as above.*

P1: Kill while making sure to heal from the saved heart orbs.

*Note: Requires 30,750 HP on Mythical and 37,884 HP on Legend Plus to tank all the hits for floor 2 properly however P1 has 24,000 HP alone. If you do not have enough HP you will need to heal during the 3 hits on Floor 2 instead of saving the hearts for the end. Alternatively if P2 brought a spare shield, it could be used before Roots on Floor 1 to reduce some of the damage here on Floor 2.

 

Floor 3 – Zeal

P2: Save all colors. If at least 3 of all colors exist 0c. Otherwise combo any extra orbs above 3 for any colors.

P1: If jammers resisted pass here, otherwise setup again like above. DO NOT REMOVE JAMMERS. 

P2: Use 99 true damage active.

 

Floor 4 – Verche 

P2: Save all colors. If at least 3 of all colors exist 0c. Otherwise combo any extra orbs above 3 for any colors. (You need 8046 hp to tank this hit).

P1: Match and kill.

 

Floor 5 – Voice

P2: Pass

P1: Orochi active

— Setup board until absorb is down–

P1: Match and kill

 

Floor 6 – Star Justice Part 1

P2: Delay active. Save all colors. If at least 3 of all colors exist 0c. Otherwise combo any extra orbs above 3 for any colors.

P1: Match and kill. If the damage is not enough just repeat the last 2 steps.

 

Floor 7 – Star Justice

P2: No combos.

P1: Dark Kali, Ganesha, Gran. Match and kill.

P2: Match any colors to clear.

Congratulations, you’ve cleared Star Justice!

Note: There is an infinitesimally small chance that Justice Another spawns. His skill set is more or less the same except 2 main variances. The first is his skill delay is 3-5 turns meaning that you might have to stall another rotation for skills unless you’re setup for 5 SDR. This can be quite difficult given the 99% gravity on turn 2. Good luck. The second thing is his resolve burst is MUCH higher than Star Justice and cannot be tanked using anything under 100% for shield (which leaves you with Ganesha and Raphael).

 

See video for a full clear of the Star Justice Descended Challenge:

 

Join the Puzzles and Dragons Carry Discord Server for more awesome carry setups like Myr No Combo, Agni No Combo, Liberty No Combo, and more! Or just chat with the dozens of endgame players about theory-crafting and team-building.

 

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