How to Carry: Myr Descended

 Myr Descended Legend Plus No Combo Carry

This guide is intended for LEGEND PLUS and SPECIAL VERSION ONLY. Latent tamadra invades delay skills (I’m sure players needing a carry won’t have SDR protection) and ruin turn order. There are predras not accounted for as well as higher damage which is too dependent on the person being carried bringing stronger cards in Mythical Plus.

Myr is one of the most current leads in the game and is completely farmable. However the rogue poses many threats to players not properly equipped to handle the dungeon and the mechanics.

Well, no more worries! Here’s a Myr no combo carry! The player being carried can bring all farmables.

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 Team Setup

Player 1: Yuna (Susano) / Sephiroth / Wee Jas (Dark Kali) / Dark Kali / Awoken Orochi – 9SB

  

                                             

Note: There are a few possible variations with the new cards. Because Yuna covers water and wood is already covered by Weejas, this makes Orochi completely replaceable and I have gone ahead and replaced him in the template team with Ilmina (S. Gloves). The two main replacements for Orochi (which was in the 4th slot where he is now inherited) are Aten and Ilmina.

[Sunset God of Purifying Light, Aten] 

If you notice, both of these cover fire as well, so DKali can be replaced as well if you go with these two cards.

Aten: Killers against everything will make floor 2 and 5 more consistent which are the biggest issues. HOWEVER Aten has NO SB, NO TE. This means that P2 might be forced to bring more SB for themselves since you’re losing 2 from Orochi. TE is not so much an issue given that Yuna gives 4 and Weejas gives 2. But just be prepared to combo 9c on 7s if you go this route (still not that bad).

Ilmina: Again brings killers to help with floor 2 and 5 but brings 4 SB and 2 TE. She’s fluffy. If you replace both Orochi and DKali with Ilminas, you gain 4 SB over the previous setup and a lot more damage throughout the dungeon. HOWEVER this means that you will not have a DKali board on turn 1. Player 1 in this setup will now have 11 SB while the shortest DKali board would be up on a 19 turn CD with Weejas (DKali) meaning that this actually doesn’t lessen the requirements on P2 at all (since they either bring 8SB or risk no DKali on floor 2, though a pass on floor 2 makes things a lot smoother). Since replacing straight DKali with a second Ilmina doesn’t give significant advantage in clearing potential, and, well, 2 Ilmina… I would just not recommend it. Do note that Ilmina (Orochi) is a very long cooldown at 28 turns so for most setups you’ll have to either run a lower cooldown delay like Batman +S. Gloves or use Seph’s haste early in the run (say, to kill Weejas) which is perfectly fine too since the enhance is less important on the boss floor now that you’re running a second card with 9x damage. Check the section about skill boosts.

 

 

Player 2: Rainbow lead (5x or better, Sphinx works) OR A COMBO LEAD / Any poison or true damage that does NOT change orbs (If using Awoken Ra, Sphinx or Ra Tamadra as leads this is not required)/ 3+ turn delay /Tengu / Buzzcut (should be MS). – 5SB

    

This makes the P2 side completely farmable including the lead! And the rainbow/combo lead can be Sphinx (farmable), Dark Kali, Sakuya, etc.

The basic rule is 5x for 5 colors or better. 4.5x for 7c or better. This means Anubis doesn’t count. Can be adjusted a bit but no Anubis. Okuni works VERY well. YOU NEED AWAKENINGS ON YOUR LEADER.

UPDATE: 7×6 leads work very well, particularly Ilmina. Navi works well and Aten is okay.

   

    

  [Sunset God of Purifying Light, Aten]

Sphinx, Ra (and evos) and Ra Tamadra have true damage in their active skills. Below are additional options for subs. DO NOT use actives that change orbs here UNLESS it is Lightning or Roots.

      

The 3+ turn delay is Echidna (and seasonal variants) or Awoken Orochi. Awoken Orochi MUST be skilled up fully.

Tengu gives you 4 SB . Tengu / Shield. The only thing here is to make sure you get enough Skill Boosts. I left Buzz Cut Goblin Plus (farmable from Taiko coin dungeon) in the standard team because leader pairings with no-RCV buffs suffer on Weejas (like Sphinx, LKali, Sakuya, etc.) and the additional farmable 5 turn shield GREATLY improves the consistency of the build. With Tengu and most Rainbow / Combo leads you’ll meet the necessary requirements for SB.

 

Notes: The carrier has 5 SB with Aten, 7 SB with Orochi, 9 SB with Ilmina. The player getting carried MUST have enough skill boosts to have their true damage / poison up on TURN 1. Similarly for the delay, it must be up on TURN 3. 

If it’s Aten, the carried side needs 9 SB to have 14 SB total for both teams, enough to have Lilith (with Skill level 2) up on floor 1 and unskilled Echidna up on floor 3.

If it’s Orochi, the carried side needs 7 SB to have 14 SB total.

If it’s Ilmina, the carried side needs 6 SB to have 15 SB total. The carried side no longer needs skillups on any of the cards (assuming Lilith / Echidna) but the delay on the carrier side must be either a shorter delay or the run will be done without a delay. The guide will be written with Ilmina in mind. Note that 14 SB is the minimum and will require a skillup on Lilith.

 

How it works

Player 2 (the player getting carried) starts the dungeon.

Floor 1 – Wicked Lady + Yomi Tama + Woodtan

 

Note: If the true damage is single target, make sure to target the Woodtan on the right first before using the active.

P2: Use Poison/True Damage active and clear the blind. Clear extra orbs* if needed.

P1: Match to kill.

*extra orbs are orb counts greater than 5. If you have 6 wood orbs but only 2 dark orbs, wood orbs are extra orbs that you would want to clear so that you end up with 3 wood 3 dark. Do this for all colors of course. Ideally every turn the carrier will have all 5 colors to kill the floor after you clear the extra orbs.

 

Floor 2 – Pulseneedle (the Bee guy not from the Bee movie)

P2: Pass if all colors are present. Otherwise clear extra orbs.

P1: Match and kill.

 

Floor 3 – Coelacanth + Virgo

P2: Use Delay. Clear jammers. Save all colors, clear extra orbs to make sure there are 3 of each minimum.

P1: Match and kill – resolve will activate.

P2: Match any spare 3 orbs. The color you match must have at least 6 on the board and you must have the attribute on your team. If you cannot do this, definitely ask the carrier what they want you to do.

 

Floor 4 – Ars Paulina

P1: Match and kill. Green is the most important here as Wee Jas does 36x more damage than Kali / Yuna and 18x more than Orochi. With Green Wee Jas you just need to combo normally. 3 match of everything is fine.

 

Floor 5 – Wee Jas

P2: Match non-hearts.

P1: Do damage and heal. Clear ALL poisons.

Note: 3 poisons will do 20% of your max HP. The hit after is roughly 18k

P2: Setup the board for next turn while healing. Use Buzzcut. Need 6.3k HP.

P1: Match and kill.

 

Floor 6 – Myr Part 1

P2: Clear the blind. Save all colors. If at least 3 of all colors exist 0c. Otherwise clear extra orbs.

P1: If any delays are up, use them. Otherwise go straight for the kill.

 

Floor 7 – Myr Part 2

P2: Use Susano inherited on Yuna. 0c.

P1: Deal whatever damage you can.

P2: 0c.

P1: Deal whatever damage you can.

P2: 0c

P1: Dark Kali active. Match and kill.

Congratulations, you’ve cleared Myr Descended and gotten your first Myr!

 

Alternative Leaders (the subs stay the same for P2)

Aizen with 8-9 SB

Gremory with 8SB

Ronove with 6-7 SB

 

OLD VIDEO

NEW VIDEO

Just a note this is a 4 hour long video. I was streaming on Twitch some of my Myr carry tests with various leads.

Join the Puzzles and Dragons Carry Discord Server for more awesome carry setups like Star Justice 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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