Tuesday, April 28, 2015

[Impossible] Marishiten Complete Guide!

Finally got the time to do this! Last weekend brought us a new Wood Impossible dungeon, Marishiten. I did clear it but no drop for me.
I will be giving you the strats and the list of monsters that will make this dungeon a breeze!
Dungeon Walkthrough
First off, I will be borrowing dungeon images from GameWith (hope they don't take this down lol). 
Here is their article: http://xn--eckwa2aa3a9c8j8bve9d.gamewith.jp/article/show/12379

Gimmicks: Damage Walls, Mines, Gravity Barriers, Ability Lock, Blocks, Laser Barriers

Floor 1:

Monster Attacks:
[Jellies] 

Ability Lock to one random ally (not 100% chance of locking)
- Attack is AOE (but small). If two allies are stacked, they will both receive the same damage and a chance to get ability locked
Skull: Shoots damage walls on the left or right wall
[Rasetsu]
Top - Vertical laser
Bottom - Movement
Skull; Shoots damage wall

Strategy:
Pierce monsters attack the jellies while bounce monsters attack the rasetsu.

If you can clear the jellies first, you can stall for SS with Rasetsu alone. You can move around his vertical laser and he doesn't attack every turn

Floor 2:


Monster Attacks:
[Drone]
Top: Shoots damage wall to left or right wall
Bottom: Summons Doman Hoshi
Skull: Gives Gravity Barrier to an enemy
[Doman Hoshi]
Top: Puts mines
Bottom: Close spreadshot
Skull: Shoots damage wall on the left or right walls

Strategy:
Use your bounce monsters to pinch between the 3 sets of monsters. The mines don't hurt a lot but there is a giant amount of them so non-flight/MS monsters should stay away. They also have a high CD so you can take your time

Floor 3:


Monster Attacks:
Read above

Strategy:
This stage is more of your mechanics WHEN you are going to get ability locked. Damage walls will be fixed on the right and left side of the wall. Therefore you have to use your mechanics to avoid them when your monsters are locked. Also you can use the blocks on the sides to avoid them as well. Hitting them won't let your monsters hit the damage walls.

Floor 4:


Monster Attacks:
[Mini-Marishiten]
Top: Cross laser (8k for each vertical, 5k for horizontal)
Top Right: White explosion (9.5k)
Top Left: ATK up (for himself)
Bottom Right: Energy Circle (6.5k)

Strategy: 
Main strat is to avoid the Cross Laser from Marishiten. It shoots out from the center of his character model.

In terms of priorities, defeat the Rasetsu first to create some safety zones and then go for Marishiten. Use SS if needed.

Floor 5: 


Monster Attacks:
Read above

Strategy:
Kill the jellies first because of the ability lock. As long as you can avoid the Cross Laser from Marishiten, you can have a endurance battle.

Of course, use SS if needed.

Floor 6:


Monster Attacks:
Read above

Strategy:
If you use your strike shots in the mini-boss stage, this is your only floor to stall them all they way back up! Defeat the bottom row and you can stall like the first stage.

Damage walls will shoot on the top and bottom walls. If you get ability locked, you can bump vertically with the blocks.

Floor 7 (Boss Bar 1);


Monster Attacks:
[Marishiten]
Top: Cross Laser (15k for each vertical, 7k for horizontal)
Top Right: White Explosion (9.5k)
Top Left: ATK up
Bottom Left: Puts GB around himself for 2 turns

Strategy:
The biggest problem here is when you get caught in his GB. Other than that, avoid the Cross Laser. You can defeat the mobs first to create safety zones for yourself.

Damage Walls will be fixed on left and right walls.

Boss has 2.6mil HP.

Floor 8 (Boss Bar 2): 


Monster Attacks:
Read above

Strategy:
This is where the SS festival starts! However, use it when there are no GB around Marishiten since most of the monsters you use will not have NGB. If they do then feel free. Either way, just avoid the Cross Lasers and it should be fine.

Damage Walls will be fixed on left and right walls.

Boss has 4.6mil HP.

Summary
In terms of difficulty, he is not very difficult. As long as you avoid his predictable attacks, it will be an easy clear. He is probably as easy as the likes of Izanami and Tsukuyomi.

In terms of overall team comp, bring 2 bounce and 2 pierce monsters. You will need pierce monsters for the Jellies as well as bounce monsters for the various pinch situations and Marishiten.

Also you don't have to bring all monsters that deal with the damage wall and mines. you can avoid damage walls since they are fixed and can use the blocks. For mines, you just have to defeat the Doman first and they don't do that much damage in the first place.

This might be the most forgiving in terms of the amount of viable monsters but needs skills in positioning during a floor unlike positioning for the next floor.

Time to introduce the monsters that you will need!

Viable Monsters (Tier 1)
This tier is what I call the OP tier. These 5 deals with the main gimmicks and will make it really easy for you to clear. These 5 are not really in order. 

Cinderella (Evo)
Hit: Pierce
Ability: Mine Sweeper
Gauge: Null Damage Wall
SS: Laser with homing
Bump: Homing Piercer 8

She will be your go-to pierce monster for this dungeon. She sweeps mines and negate DW. Also she is fire to take reduced damage.

Osiris (Evo)
Hit: Bounce
Ability: Mine Sweeper
Gauge: Null Damage Wall
SS: Bouncing SS
Bump: Vertical Laser L

The bounce version of Cinderella in terms of abilities! Although there are no close corridors to make optimal use of his SS, it can still do around 1mil+ towards the boss if there are no GB.

Sakuragi Eve (Evo)

Hit: Pierce
Ability: Flight / Null Damage Wall
SS: Drone breaking SS
Bump: Homing 18

Not a bad choice especially with her drone breaking SS.

Kushinada (Evo)

Hit: Bounce
Ability: Mine Sweeper
Gauge: NDW / Vivolith Slayer
SS: Command SS
Bump: Plasma

The best farmable monster for this dungeon. Deals with the gimmicks as well have a powerful SS!

Sakura (Asc)

Hit: Pierce
Ability: Flight / Null Damage Wall
Gauge: Recovery
SS: Speed Up and Power Up
Bump: Slash + Homing 8

The best part about her is the Recovery. Gives you an extra safety if you have bad luck with hearts showing up.

Viable Monsters (Tier 2)
This tier is just a little bit short off the Tier 1 list. There are some good monsters in this pool, just that there are better/safer monsters in Tier 1.

Yggdrasil (Evo)
Hit: Pierce
Ability: Mine Sweeper
Gauge: Null Damage Wall
SS: Lightning Meteor
Bump: Giga Blast

Deals with the gimmicks. A little shade off of tier 1 due to low HP and not enough power in SS than the likes of Kushinada. 

Lucifer (Asc)
Hit: Bounce
Ability: Barrier
Gauge: Null Damage Wall
SS: Command SS
Bump: Energy Circle L 

Her barrier can deal with the ability locks. However, with the abundance of mines in the dungeon, she takes a dip from Tier 1 to Tier 2.

Tsukuyomi (Evo)
Hit: Pierce
Ability: Mine Sweeper / Beast Slayer
Gauge: Null Warp / Deity Slayer
SS: Bash and heal
Bump: Lightning

Deals with the mines. Marishiten is a Deity so her slayer works well with her SS. Her SS can also heal for safety. You just need to be careful about the DW.

Ashura (Evo)
Hit: Bounce
Ability: Null Gravity Barrier / Mine Sweeper
SS: AOE Blast
Bump: Rebounding Spreadshot

She can deal with the mines and the small amount of gravity barriers throughout the dungeon. She also has a powerful SS. Last but not least, she is a fire and take reduced damage.

Gargoyle (Asc)
Hit: Bounce
Ability: Flight
Gauge: Null Damage Wall
SS: Bash and spreadshot
Bump: Homing 18

Your honorary max luck spot! Well if you don't have an Impossible max luck... But she deals with the gimmicks and take reduced damage. Her homing can help clear mobs.

Viable Monsters (Tier 3)
If you are using this tier of monsters, you will going to need some mechanics or good practice in the dungeon...

Sun Wukong (Asc)
Hit: Bounce
Ability: Wood Resist
Gauge: Null Damage Wall
SS: Command SS
Bump: Speed Up + Blast

This guy barely missed the Tier 2 list. Technically he should be in there but I kind of limited myself to 5 per tier. Why some of the monsters went over him is because of his speed up. This bump is a really hit or miss since your monsters will be ability locked. Think of him as a Tier 2.5 monster lol.

Sakamoto Ryoma (Asc)
Hit: Pierce
Ability: Null Gravity Barrier
Gauge: Wood Slayer
SS: Command SS
Bump: Spread shot + Ex Laser S

He can't deal with gimmicks but he is a big powerhouse with his Wood Slayer. Requires mechanics to reduce the damage from mines as well as avoiding damage walls.

Kii (Evo)
Hit: Bounce
Ability: Deity Slayer L
SS: AOE Blast
Bump: Spread shot

Just like Ryoma, she is there for the Slayer. Her SS can deal like 2mil+ damage to his weak spot.

Fire Zeus (Asc)
Hit: Pierce
Ability: Null Damage Wall
SS: Lightning SS
Bump: Giga Blast

Technically he can replace Ygg for having higher stats and being fire. However, HP is not the giant problem in the dungeon as long as you avoid the Cross Laser from Marishiten. Therefore he takes a seat in tier 3 for not being able to deal with mines.

Rose Monstriker (Evo/Asc)
Hit: Pierce
Ability: Flight / Null Gravity Barrier
SS: Big damage when hitting the weak spot
Bump: Ex Laser L

Can deal with Mines and the GB but don't have a really powerful SS to make her into the Tier 2 slot so she made it into Tier 3.

Last Thoughts
Now I may have left out a few possible viable monsters. Some I kind of thought about but I want to give some variety and let you guys think how other monsters from your own box will stack up . 

I purposely left out Doraemon since he is a collab monster and may not be available in NA when Marishiten comes.

Also, I didn't put Agnamut since she works just like Zeus and I didn't put Agnamut X since her SS can lead you to a DW death. NGB+NDW monsters (Beethoven, Oryo, Uriel, Thumbelina) will be in the tier 3 list.

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