So on JP there is a dungeon starting at midnight called Legendary Rush... its 5 rounds of Legendary dragons... pretty intense.
You end up facing all 5 colors...
Red: 17717 on 3 turn timer, has a double dmg buff... and a 26572 doublehit
Blue: Multiattack for 406720 on 10 turn timer with 684906 hp...
Green: 22272 on 4 turns with a 33408 multihit skill and a 4sub lock.... oh and 280000armor just 6506 hp though
Light: 10239 on 1 turn, 13010 pentahit, has a skill that removes all your buffs
Dark: 14272 on 2 turns, 32112 triplehit, hides your orbs
WOW...
So I am thinking of my strat for this as I don't have double anubis to just pwn through it on JP side...
So my plan is:
Round 1: Approximately 214,080 total damage per turn... skills have 3 turns... unless his skill is a buff that he casts first which will allow me to use 5 or so turns and make the dps much more lax...
Round 2: Approximately 80,000 total damage per turn... this gives skills another 10 turns (skills at either 12 or 15 turns now)
Round 3: Stall until 1 turn till attack... Laugh at 280,000 armor by using Ra's special skill to deal 7777 dmg (boss only has 6506 HP). Skills at 17 or 20 now...
Round 4: Continue the DPS onslaught of 250,000 total per turn... though this is a soft target as his max hit is only 13,000 and will not one shot me... but I will reasonably only have 2 attack rounds assured to me... with a 3rd being entirely dependent on heart orbs... skills at 20+ turns
Round 5: Activate Rainbow Keeper and hope he does not use multhit for first 2 attacks... leaving a dps requirement of less than 160,560 per turn...
So I havent finalized the team yet, still gonna think about it, but probably going with this...
Helper Discussion:
DPS Requirements:
Using just Horus as a leader, before accounting for colors, assuming an average 7 combos per turn, I have an expected team dps of 168,000... as this surpasses every requirement except round 1... it allows more flexibility in helpers...
Using a Green Odin would increase my HP above the regular hit KO from everyone. And would allow me to survive the double hit from Round 1 but not Round 5, though it would lesson the healing required to survive during round 4 and 5.
Using a 50% color resist dragon (either red or black) would lower the DPS requirement of that round... black resist would shift max HP to survive multihit to 16056. So a Dark Minerva (LOLOLOL) would be a top choice... but would not help Round 4...
Using an Isis would greatly increase my expected minimum DPS per turn to 252000... surpassing all the DPS requirements... but leaving uncertainties going into Round 5.
HP Requirements:
Black/Red resist strat: 16056 (round 4 would still be trouble)
MAD DPS and Hope strat: 14272
Healing Requirements:
Black Red Resist Strat:
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MAX DPS and Hope Strat: Hope it dies before it hits you... but 14272+ just in case...
Special Needs:
Round 1: Red Resist
Round 2: 70,000 team dps per turn
Round 3: Either Neptune Poison or Ra... Lilith would require surviving an attack or delay skill
Round 4: ** See below
Round 5: Black Resist and 16065 HP
**If you can be assured of at least 70,000 dmg per turn with no dmg leader... You could bring a Light Resist leader, Echidna/Viper, or Rainbow Keeper sub(even if he can remove the skill) and make round 4 less stressful while still being able to beat round 2...
And thats all for now... gonna think about which leaders and subs to take to do this