r/PuzzleAndDragons • u/lumonpad • 8h ago
Playing Card Kingdom Info Dump (10.15.2026 - 11.01.2026)
This info dump will be a little different since this event is a bit smaller than usual. Instead of discussing trades, I will simply look at everything, then throw in a very small section at the end for farmables and bundles.
[Ace of Spades] Knight, Acepel
- While his intended team framework with Spadior feels a little gimped, Acepel is a great standalone unit as she provides valuable utility with a looping uncap and void pierce; not only are these buffs useful for blue teams in general, but these buffs are also fantastic for farming. Note that the pre-transform attribute change of the right-hand ally to Water Att. is more valuable for farming relatively shorter dungeons, as endgame dungeons tend to require more than 35 turns to clear. Acepel relies on matching blue combos to activate blue tako, which scales damage to the moon like no other awakening. It is unfortunate that Acepel’s personal damage is so low, so she will need some extra damage from his equip. My main issue with Acepel is that she only increases his uncap by 1.5x when facing a green enemy; while the increase sounds good, the attribute disadvantage means that Acepel will only deal 0.75x of her potential damage against green enemies. This wouldn’t be such a problem if his intended orb generator, Spadior, didn’t change the enemy to green every single turn… Good game design, GungHo! Acquiring Acepel grants the blue tako badge, which is absolutely necessary for the team because it provides the requisite follow-up attack to kill contemporary enemies with unknown super resolves. The equip, like all of the holders’ equips, has ranking potential and has good awakenings across the board.
Spades Dragon, Spadior
- Honestly, Spadior would be insanely broken for farming if he didn’t change the enemy to green every turn. Yes, I know his high uncap is designed with the attribute disadvantage in mind, but the problem is that the rest of the team usually suffers for it; the only options that don't mind are ultra whale tech like Lance, Maid Minaka, and Bankai Toshiro in the future. Otherwise, Spadior is a pretty consistent swipe system that uncaps and instantly recovers health, which pairs well with an autoheal loop to cover recovery needs. While Spadior wants to match as many blue combos as possible, remember that the dragon’s shield needs 5+ Water Orbs to activate. Like all the dragons, Spadior’s equip is basically perfect for itself because all of them need a bind resist and a subattribute change.
[Queen of Hearts] Queen, Heartia
- Heartia is a phenomenal cleric for any prospective red row team (or any red team, honestly) because she also loops a very nice recovery buff and a massive uncap for the leader on flexible uptime. Note that the pre-transform attribute change of the right-hand ally to Fire Att. is more valuable for farming relatively shorter dungeons, as endgame dungeons tend to require more than 35 turns to clear. Heartia also functions as a recovery stick (truly a queen of hearts) due to her innately high recovery stat and abundance of heart orb enhance, but consequently, Heartia likely cannot output meaningful damage in endgame supergravity due to a low attack stat and lack of personal damage multipliers. The queen also excels in farming context because the uncap duration allows for flexible usage of the cleric active. While she can succeed in endgame with multiple Seihearts, Heartia is more a queen of farming than of endgame. Obtaining Heartia also grants the player the red row badge, which may very well be the most valuable badge in the long run given the rich history of red row farming in this game. The equip, like all the holders’ equips, has ranking potential and has good awakenings across the board.
Hearts Dragon, Seihearts
- Note that Seihearts will receive buffs very soon in the form of extra stats via the new soul awakening and a slight increase in the uncap. Seihearts is probably the strongest unit from the lineup because of her prowess as a swipe system. A lot of content outside of endgame requires extremely high uncaps to hit ridiculous damage thresholds; Seihearts tackles this issue almost perfectly by dishing out massive multipliers with row efficiency while converting the enemy to a neutral red attribute to prevent damage loss from attribute disadvantage. The enemy attribute conversion also works with niche conditional buffs that require a red enemy, such as Beach Minaka’s doubling uncap. Another underrated benefit is that Seihearts generates hearts which allow the team to heal. A lot of swipe systems rely on autoheal effects because they don’t make any hearts, which makes teambuilding harder. One slight issue is the lack of combos; Seihearts and her usual pair, Heartia, only provide three extra combos each, which means that the team can only reach nine combos with the red row badge. Luckily, there are plenty of fixes; Rone can help reach ten combos and also provide no skyfall for build efficiency, or Beach Elfriede VS Fiamare can take over as the lead and provide an innate four combos instead to reach ten combos per turn. Gintoki Sakata may be the year’s ultimate farming system, but Seihearts gives the cosplayer a run for his money in the swipe department. Like all the dragons, Seihearts’s equip is basically perfect for itself because all of them need a bind resist and a subattribute change.
[King of Diamonds] King, Dian
- At first glance, Dian looks insanely strong due to his ridiculous active. Note that the pre-transform attribute change of the right-hand ally to Light Att. is more valuable for farming relatively shorter dungeons, as endgame dungeons tend to require more than 35 turns to clear. The post-transform active is what truly sets Dian apart, as the looping uncap is massive and the autoheal is fantastic not only for swipe farming without hearts but also for endgame dungeons, especially ones with superaltitude and/or brutal recovery debuffs. As a lead, Dian matches Ts of Light Orbs to activate his leader skill; notably, the shield is only tied to matching 5+ Light Orbs and not to activating the T awakening. Ts are also unique in that they automatically enhance every orb in the combo, making T-based teams uniquely resistant against negative orb enhance and very synergistic with light orb enhance as a damage modifier. Dian is a top meta lead due to his cutting-edge multipliers and his relatively simple playstyle, though he is pretty dependent on Diamos, who has the perfect orb generation and leader skill to complement the holder of the king of diamonds. Do note that Dian will probably struggle to cap in severe supergravity without some extra damage and his bulk is somewhat dependent on part break. Obtaining Dian also grants the player the T badge, which perfectly fits the team’s playstyle. The equip, like all the holders’ equips, has ranking potential and has good awakenings across the board.
Diamonds Dragon, Diamos
- Diamos might be the engine that allows Dian to shine, but this dragon may just outlast his king as a row generator with unlock and instant heal on a staggering 1T CD. Unfortunately, with great power comes great weaknesses; Diamos is bindable and doesn’t have high personal stats. The dragon’s leader skill is also worse than Dian’s in every way except for having a larger follow-up attack; the lack of combos would be especially egregious if not for the combos from the badge to compensate. Like all the dragons, Diamos’s equip is basically perfect for itself because all of them need a bind resist and a subattribute change. The equip also has farming potential with its long attribute change.
[Jack of Clubs] Knave, Claith
- If you enjoy playing green teams, then put the fries in the bag, because Claith is not saving this godforsaken attribute. Note that the pre-transform attribute change of the right-hand ally to Wood Att. is more valuable for farming relatively shorter dungeons, as endgame dungeons tend to require more than 35 turns to clear. This is not a knock against Claith, who loops a shield and uncap and also breaks two shields on a reasonable cooldown. The problem is the rest of the team; there are just no reasonable options for an endgame team outside of the foundational pieces, Claith and Cluvaz, until we get Bankai Urahara from Bleach. Maybe my standards are too high, but green is just cooked. I suppose the silver lining is that Claith converts an ally to green, opening up a plethora of options for an attribute starved of them. Acquiring Claith unlocks the green tako badge, which is basically mandatory since Cluvaz doesn’t have any follow-up attack and Claith’s follow-up attack is insufficient. The equip, like all of the holders’ equips, has ranking potential and has good awakenings across the board.
Clubs Dragon, Cluvaz
- Cluvaz can operate as a standalone orb generation engine because he creates a row of orbs over the current board on a 1T CD; his primary weakness would be a full board of green orbs because of his green combo spam playstyle, but I haven’t seen a green full board in ages. The partial unmatchable clear is fine because most unmatchable debuffs only last for a few turns. Given the active, Cluvaz can also serve as an orb generation engine for green row swipe teams. I already complained a ton about the team when discussing Claith, so I won’t dive into it again here, but the gist is that there is a stark lack of teambuilding options. Like all the dragons, Cluvaz’s equip is basically perfect for itself because all of them need a bind resist and a subattribute change. The equip also has farming potential with its long attribute change.
Farmables
- Playing Card Labyrinth Lord, Drawn Joker (Descend Boss): You basically have to farm one up because he is needed for every sync awakening alongside other drops from the dungeon.
- [2/3/4/5 of Clubs/Spades/Diamonds/Hearts] Card Soldiers (Descend Drops): Again, needed for syncs, so just get them. The [2 of Clubs] Card Soldier looks a bit more promising as an awoken bind clear on a 1T CD.
- [7 of Clubs/Spades/Diamonds/Hearts] Card Soldiers (Invades): Get them because you acquire medals that you can then exchange for one of the top rarity badge units.
Bundles
- $20 5x Card Kingdom Fest (Refresh): If you spend money and plan on rolling any significant amount of stones in this event, this bundle is good value especially when considering that the event monsters have substantially boosted rolling rates.
- $30 Acepel/Heartia/Dian/Claith (Badges): Remember you can exchange for one of these for free. I would only buy them if I really want to play a certain team and I had the requisite dragons and their equips. The only badge I would feel bad about missing out on would be the red row badge, but I’m heavily biased towards farming tech.
Reposted from #helpful_tips_na in the PAD Community Discord.
Usually, I say I miss some stuff because of the format. But not this time! I tried to get everything possible.
Disclaimer: I don't look (much) at JP so I might miss some context here and there. Let me know if there is something I missed.


