Floor Seven – Awoken Skills Invalid
Floor seven is another one of those floors that look deceptively easy on paper, but is actually quite a pain to get through without proper preparation due to the awoken skills invalid clause.
This guide contributed by XiaoXiao!
Floor Analysis:
80% gravity preemptive, medium hits every turn (18k)
For standard teams, you’re starting with 20% HP right off the bat with no actives. Unlike other typical high gravity bosses like Amon or Generate Earth Dragon, you don’t get any free turns to heal either.
Premptive Status Shield, Waits 3 turns, then 156k nuke. High defense (30m) with 49 hp
You see that 49? That’s meant to screw with you trying to chip it to death. Why? Because it’s exactly 1 damage above 48, which is the amount of damage you would chip across the 4 turns you get if you hit every attr/sub. attr on all 6 of your units. (Adding damage with FUA doesn’t work either since no awoken skills)
Preemptive leader bind for 3 turns, medium hits every turn (16-25k)
Remember, no awakenings = no unbindable cards.
If you have it, you can use the Unbindable Leader badge to prevent the bind.
If you don’t have it or plan to use a different badge, keep in mind that glass cannon teams like Anubis would die here due to not being able to stall up a bind clear. So without the badge you either need a bind clear or sufficient survivability off just your friend leader.
6 combo shield
A simple skill check. Remember, no time extends means you’re fixed at 4 seconds unless you use a skill or your leader skill increases move time. Her shield also wears off after 5 turns so as long as you survive that long it’s probably not worth running the time extend badge just for this.
Preemptive 30-turn cloud covering 3 orbs vertically. Random position on the board.
15M HP, Moderately hard hits every turn (20-37k).
A simple damage check to wrap up the dungeon. 15m HP is significantly higher than the HP of other mobs in this dungeon, meaning you still need a reasonably strong lead to clear the last floor.
Implications:
Let’s see what each of these floors mean to our team building strategy:
F1 – Either heal fast, or kill fast. Heart cross leaders are highly unreliable because you’re gambling for 5 on turn 1. Otherwise, nothing too special. Depending on your choice of laser for floor 2, you will actually have to stall here making it very unreliable.
F2 – Requires a low CD true damage active.
This floor is basically designed to make use of a laser / damage actives since very few leads can hit 30M without awakenings and is basically limited to multi-cross leads or Anubis x Anubis (even then I question it). The status shield guarantees that you can’t poison or defense break either so laser or ping actives are the only way to go.
should already come to mind as your go-to utility for these situations. Since awakenings are nullified, works similarly well. Keep in mind the Mandrake is only readily available in Sea of Trees at the moment (Sevenzard).
Alternatively, if you want an on-color sub to do more damage, the PAD Academy Disney girls work particularly well here, with a 4 CD active which will come up just in time for you to stall up in the 3 free turns.
Lastly, using cards like Gunma or Beans for 1 turn actives that ping for 1 damage per turn can allow you to clear this floor without laser. That being said, there’s still the requirement to hit almost every attribute on your team (main and sub) every turn because you only have a leeway of 3 damage if you hit for 1 more per turn.
Besides these options, you’ll have to stall floor 1 for any of the lasers that you choose to use which can be particularly brutal when considering the gravity.
F3 – Requires a bind clear active, unbindable leader badge, or a leader pairing that has good RCV. Most hypered teams will hit over 26k HP meaning that you can sufficiently tank his hits for 3 turns given good RCV. For example, if you pair your Julie with Skuld, Skuld will provide a lot of RCV when your Julie is bound.
F4 – You need to make 6c. If you can’t do this in 4 seconds, use the time extend badge.
F5 – A simple damage check. If needed, bring a damage buff to kill. His damage and debuffs make him sufficiently bad for stalling.
The Team – Minerva
Before we pick our leader of choice, we should also look at the attributes of all spawns in this dungeon:
F1:
F2:
F3:
F4:
F5:
The game even gives you a hint at what could make this dungeon a cakewalk in the dungeon itself. See it yet? That’s right! It’s time to bring out that Revo Minerva!
Revo Minerva’s passive 75% damage reduction against lets us easily stall on F1 for the important skills to be up, then breeze through the rest of the dungeon.
Remember that there’s no skill boosts, so lower CD requires less stalling.
A sample team would look like this:
The subs aim to help make each floor in this dungeon easier. Since a fair amount of damage is needed for F5, it’s best to have all your cards be fire main or sub-attribute. Additionally, since this dungeon does not allow skill boosts, use low-CD active skills to minimize stalling.
is the true-damage button for F2.
She works best since it’s fire attribute and low CD, but other options include:
is a bind clearer for the F3 leader bind.
There are many fire bind clearers with a low CD. , , , are all 6-turn bind clearers. is also usable at 7 CD.
is any damage buff to help make F5 kill easier. This is likely your highest CD active, but it’s also used last.
is nice for high weighted stats and a 3-turn 2x damage boost for Fire.
is a one-turn 5x damage boost for Fire, and also has decent stats.
Sub four can either be a time extend or a strong board change.
This slot is flexible. If you feel confident killing Minerva with no time extend active, you can use this slot to put in a good board change to kill F5, such as or . Alternatively, if you think you need the time buff for getting 6c, you can put (+100% movement time for two turns) or any other time extender instead.
You can additionally put any other utilities (board/orb changers) as inherits on as well.
Execution:
With the right subs in place, this dungeon isn’t difficult at all.
F1 – Stall if needed, kill when ready.
Floor 1 is a pretty easy spot to stall if you need to. 80% preemptive suddenly becomes a measly 20% gravity, and the 18k hits become 4.5k. Be careful not to hit it under 50% since the attribute change means you won’t get Minerva’s damage reduction anymore.
Tips – move orbs you need (, ) out of the 2nd and 4th columns if you need to save them. Use the generated, along with saved to kill.
F2 – 3 free turns of stalling, use true damage button when ready.
F3 – Unbind leader, kill when ready.
There is a strong hit and bind when under 20%, so be careful to not hit it into that range. The first time you go under 70% brings up a 50% shield for 2 turns.
F4 – 6c to kill when fire/light on board (time extend if needed)
F5 – Damage boost, Board change to kill
There’s a stronger enrage hit at <5%, try not to die right at the end.
(99%) Farmable Gravity Cheese Strategy
A JP player came up with a Gravity cheese strategy pairing Minerva with a friend leader. It uses a sub to temporarily become a Zombie team where the reduction is not sufficient to stay alive.
While is used in the video, it is also possible to lead with , since you aren’t relying on attack multiplier at all, and the awakenings are irrelevant.
Because this team partially relies on a Zombie strategy, you have to ensure that will auto-heal you above half of your team’s HP (from 1 HP). With +99 RCV she will heal for 13,850 each turn you solve any orbs. What this means is you can have at MOST 27,699 HP (but ~1000 or so below that is actually preferable to avoid any mishaps due to rounding errors).
The only non-farmable monster this team requires is an inheritable laser; unfortunately no laser exists that is both farmable and inheritable. Floor 2 can’t be safely dealt with any other way. You can inherit any laser that deals at least 49 damage (doesn’t matter if it changes the board).
The exact team used in the video:
Do NOT inherit any skills over your monsters except the laser!
General Strategy:
Every floor you will stall until is ready then use it to bring the enemy down to 75% HP. You then stall until all of your skills come back up again. Then you will use both to drop its HP below 25%, then use again to kill the monster.
In emergencies, you can use to heal 40% of your HP, but this should be unnecessary before the last floor.
Exceptions:
Floor 2: use your laser immediately.
Floor 3: use to clear the leader bind, then continue with general strategy. If you brought the unbindable leader badge, then this is unnecessary.
Floor 4: Once Minerva enrages you must use to leader swap, and you will begin the Zombie phase. As long as you auto-heal above 50% you will not die; she only uses single-hit skills and you will be left with 1 HP. Otherwise, do the general strategy.
Floor 5: Use again immediately to undo the leader swap. Save and rely on the 50% damage reduction and autoheal to stay alive.
Use if you don’t have enough combined hearts and autoheal to get your HP above 18,526. Otherwise, do the general strategy.
Man, that’s a lot of cheesing strategies! Let’s give you some other options too!
Team Building – No Minerva
Not everyone likes to cheese and we get that (or alternatively, no Minerva is available to them). What leads, utilities and mechanics can we make use of?
First off, it’s definitely possible with RAth lead!
But seriously, the things to consider are mainly the gravity floor 1, the laser for floor 2, ability to stall floor 3 (could delay / bind clear as well), and kill floor 5. I’m assuming that by the 7th dungeon in this challenge set you can 6c the board. Otherwise if you’re bringing tanky, high RCV teams then stalling out her combo shield shouldn’t be an issue in the first place. Leads like DAth do particularly well given the HP and RCV multipliers while having dark damage against Floor 5’s Cheddar reducing his effective HP to 7.5M. Much more manageable even with a smaller spike like Loki 2x. Other similar leads like Julie x Skuld work just as well.
Thanks for stopping by! When you have completed this challenge floor you should check out the next guide in this series!
Happy Puzzling~
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