Greco-Roman 1 Pantheon uses

Greco-Roman 1 Pantheon uses

Looking back to move forward, Greco-Roman 1.

The more I look at my teams and the more I play, I realize that because I’ve a) spent some money in the game, and b) have been playing for a long time, that I’m able to make many cookie cutter popular teams, that in general, can handle most dungeons. There’s still a ton to be said about the less mentioned Pantheons of the past, as many of them still can be used on teams to great efficiency. I want to start a series of looking back to old pantheons and their uses. We’ll start with one of the first Pantheons, Greco-Roman 1.

Minerva

 

 

 

Minerva had her time in the sun as one of the original “cheese” leaders. A “cheese” team utilizes resistances against an element to make it so that you take little to no damage for every possible attack for the dungeon.

Here’s a post on how it worked for something like Arena 3.

Skills and Awokens:

Active Skill:  Reduce enemies’ defense by 50% for 2 turns. Effects carry forward on sweep. Change Dark orbs to Fire orbs.  7 Turns ( 5 Turns at Lv.3 )

Awokens:

Super Awoken Choices:

Key points:

  • She has a  enemy defense reduction with a board change on a short cooldown.
  • She has double jammer resists, this also works for resisting bomb orbs.
  • Her Super Awokens also have support capabilities of sheild or orb lock, but may not be worth getting.

Fitting her with other subs

As a low CD, orb changer for red, she kind of fits a multi-use tool for teams. Because of the low CD orb change, she will fit well with other popular fire subs like Enra and No. 6  while preserving some of their skills for later.

Team Fit

Some considerations for fitting her on a team:

  • Is your team damage mostly coming from fire orbs?
  • Does the dungeon spawn Jammers or bomb orbs?
  • Is your team leader requiring colors to activate?

A short cooldown for more fire orbs is definitely handy. For dungeons that have spawns like Kopis in Serket Descended, the extra resist can help you avoid having to deal with the bombs. It can also be useful in no awakening situations since it doesn’t take long to charge. She also has a fire/light color coverage, if you are running a leader that needs colors to activate like Hestia. Other than that you can still fit her in on Rikuu, Diara, or the New Trailo team.

Neptune

 

 

 

 

At this point he’s kind of like the Aquaman of the pantheon. If you don’t have a poison inherit or burst inherit, he can be serviceable.

Skills and Awokens:

Active Skill:  Inflict Poison damage equal to ATK x10 to all enemies every turn. Ignore enemy element and defense. Attacker & Devil type cards ATK x2.5 for 1 turn. 17 Turns ( 15 Turns at Lv.3 )

Awokens

Super Awokens

Key Points:

  • Double Poison resist that can be useful in some places if you need.
  • With Skill Boost Plus he can get up to 3 SBs, but it won’t work in co op.

Fitting with other subs

Attack Boost skills are best when paired with orb changers or board changers to get you the most damage possible for your team. Poisons are generally used to counter certain mechanics like resolve, provided you put the poison on before a status shield, or high defense units.

Team Fit

Considerations for using him on a team

  • Blocking poison boards
  • Dealing with high defense units
  • Need a burst

Neptune is more niche than most. The above three are really specific situations that I would look out for when team building and considering using him if you don’t have other available options.

Ceres

 

 

 

Ceres is a support focused unit. She does have Balanced typing to help her damage if you are really stretching for something.

Skills and Awokens:

Active Skill:  Recover 30% of max HP. Bind recovery for 3 turns. 9 Turns ( 6 Turns at Lv.4 )

Awokens:

Super Awokens

Key Points

  • Unbindable Bind Clear unit.

The same super awoken options as Neptune. She does have a heart orb enhance, a bind clear, and an auto recover. I want to mention that her Ulimate evolution form has a full heal and full bind clear instead of just 3 turns and 30%. But this comes at the price of a longer cooldown. Some units may have a bind clear, but can be bound, which makes the bind clear awoken less than ideal if the unit is bound.

Fitting with other subs

Her defensive capabilities do not interfere with other units’ skills. If you do have units that can be bound, and you are attempting a dungeon that can bind, you can either use her Bind Recover Awoken to clear it, or her active. Depending on how long the bind is you may need both, if not more.

Team Fit

Considerations for using her on a team

  • no RCV dungeons, dungeons with RCV debuffs
  • no RCV teams (Satan style teams), teams with high HP/low RCV, teams with HP threshold needs.
  • Dealing with Bind happy dungeons.

Her heal is a % heal based on Max HP. This will override any negative or low RCV team’s healing needs. Other than that, it’s not entirely necessary to have her fully match your team if you are using her for the purposes of healing/keeping your HP up.

Venus

 

 

 

 

I think her art was one of the more popular ones on release/announce.

Skills and Awokens:

Active Skill: Enhance Light orbs. +6% per orb, up to +180% for full board. Increases time limit of orb movement by 2 seconds for 1 turn.  9 Turns ( 4 Turns at Lv.6 ) Unlocks all orbs (JP Version)

Awokens: (Updated JP version)

Super Awokens

Key Points

  • Can become Unbindable.
  • Up to 4 Possible L-unlock awokens.

Venus recently got some reworks from the JP version update. They replaced her 2 atuorecovers and OE for 3 L unlocks. This makes her a niche use sub for dealing with orb lock mechanics since her new active will also unlock the orbs. Her active will also counter time movement attacks from Dark Izanami. Just be careful you don’t override something even better like Titiana’s move increase.

Fitting with other subs

She doesn’t do any orb changes, but she does give a very small buff of damage with enhanced orbs. It’s also on a 4 turn cooldown. You can certainly use the skill before to unlock orbs before you use an orb change/board change. Getting Extra time after your orb change/board change is also very nice for setting up specific board states to hit things like VDP + 7c boards.

Team Fit

Considerations:

  • If you’re dealing with Time attacks like Dark Izanami quite often
  • Board Locks are a common thing in the dungeon

One thing I do want to point out is that the new Myr also has L-shaped awokens. It is certainly a viable sub for her. Some other niche use would probably be using Raizen to farm the +99 Star Vault dungeon to deal with Dark metatron’s orb lock.

 

Hades

 

 

 

 

His most recent claim to fame was the leader you could use to take on Hera Dragon’s dungeon with since you could build a team to reduce her damage to 0.

Skills and Awokens:

Active Skill: Reduce 25% of all enemies’ HP. Ignore enemy element and defense. Increases time limit of orb movement by 5 seconds for 5 turns.

Awokens: 

Super Awokens

Key Points

  • Can become Unbindable.
  • Has 2 blind resist
  • Gravity Active

I actually have him inherited on my Tsukuyomi for my TE crutch. Since I’m mostly using them for TE actives to overwrite time attack debuffs, I like it. The gravity can also knock units with a 76% resolve out of their resolve zone so you don’t have to worry.

Fitting with other subs

Gravity is almost always a useful attack, it really only gets blocked by absorbs and nulls, and will make high hp bosses easier to kill. Time extend as I mentioned before is really nice when dealing with Time attacks or combining with a board change to setup a kill board. Hades is usually the stronger one to use if there’s no board lock when compared to Venus.

Team Fit

Considerations:

  • Dealing with blinds/super blinds
  • Resolve units who have 76% resolve
  • Time attack dungeons

Some niche consideration uses here. I think the one thing I would love to not have to deal with would be something like Lilith’s 10 turn super blind.

 

 

 

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