r/PuzzleAndDragons • • 8h ago

Playing Card Kingdom Info Dump (10.15.2026 - 11.01.2026)

27 Upvotes

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.


r/PuzzleAndDragons • • 10h ago

Brag I Guess I’m All Set Now?

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27 Upvotes

Just pulled the trigger… hope I didn’t use up all my luck here


r/PuzzleAndDragons • • 5h ago

▶ Video Playing Card Kingdom Review and Egg Machine Pulls

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7 Upvotes

r/PuzzleAndDragons • • 19h ago

Guide How to Dian? - A General Team-Building Overview

64 Upvotes

I haven't done this in a while, but since the Dian/Diamos team is the new hotness, I decided to dust off my team-building-guide-maker-person-whatever hat once more.

Now, the first thing to note here is that, due to the flexibility of the team, I won't do a guide for the cookie-cutter team, but rather I'll talk about the considerations for subs and what can fit where.

...

I say, but then I'm going to give you a cookie-cutter team comp anyway, for illustration purposes. Sue me.

This is probably the best generalist team you can put together for these guys right now, and since it's using two MP units (and Dian being technically free to grab), it's also pretty cheap. This team hits for nearly 450b every single turn, has a ton of EHP between the HP loop, the shield loop, and the Barrels/Yins on the team, and best of all, it's also brain-dead easy to pilot. You only need a T and another combo to reach 10c, the LS damage resistances aren't tied to awakenings (so if you need Assist Recovery, you can match an L instead of a T and still get full defenses), and the team regens 65% HP ever turn. Finally, because you only need 5 Light orbs and you're making T-s with them, the team doesn't really care about board shrinks (other than for comboing) or minus orbs.

As for weaknesses, the team doesn't have many, but there are a few things that are worth paying attention to. First off, since Diamos doesn't generate Heal Orbs, the team has to rely on AS healing, meaning emergency recovery can be occasionally a problem (though only in the end-gamiest end-game, where enemies can deal more than 65% damage per turn). Getting the team off the ground can also be a bit of a PITA due to the transforms and initial cooldown juggling, but that applies to most teams nowadays. Last, but not least, you absolutely need a Jammer/Bomb resist on the team, because the orb-gen only changes the top row, plus a Tape resist, because getting said row taped effectively bricks the team. You probably also want as many Tea awakenings on the team as possible to counteract Poison and Barbed orbs. Cloud is meh, and matching T-s means Minus Orbs are meaningless to this team.

[Edit: I forgot to mention this in the first draft, but you pretty much always want to run this team with the T-badge, which you'll be getting along with Dian anyway. The 5% HP and RCV it provides is pretty meh, and the extra 10m Fua is a drop in the ocean, but the 4x attack is welcome, and more importantly, the +2 Combo upon using a T-Awakening fixes Diamos's low combo bonus in their LS, bringing the total up to +8, allowing you to reach 10c with one Light-T and one other match. This alone makes it effectively irreplaceable for this team.]

Now, let's look at the individual cards:

The Core

Dian and Diamos are, unsurprisingly, the leads and the core of the whole comp.

14097 Dian does three things (technically four, but I'll get into that a bit further down). First off, big 45b uncap on the leader (which, considering his other mechanics, is always going to be him), a move time buff (seems unnecessary at first, but great to have when you need to combo the rest of your board against a combo-absorb/void), and 45% healing, all on a 5t loop. He also refreshes the board with Light/Heal, but that one is not very practical. While yes, it can definitely be helpful to fix, say, a full-Poison hazard board, it's generally unnecessary. Poison can be countered with Tea awakenings, and since the team's defense isn't tied to Awakenings, even a full-Light board will only stall the team for one turn, at worst. However, the extra hearts it provides can be useful in a clinch... except good luck trying to time it, when you really want (and need) to keep the rest of the effects looping all the time.

However, there's more! Another important part of his kit is that on transforming, he not only provides a great 4t charge for the rest of the team, but also changes the color of the card right of him to Light. This means you can take any card, regardless of attributes, and splash them into this team. The only caveat is that this attribute-change is a buff, so a dispel removes it, which can be a big DPS loss if you, say, had Summer Sekka in there.

Equip-wise, his requirements are straightforward: Light, Physical or Attacker type, with a Levitate. Luckily, the ever-popular 11458 Steed equip ticks all the boxes while also taking care of that pesky Tape Resistance. There's also:

  • 5843 Fasca's Broom: "Relatively" accessible Levitate equip.
  • 11532 Roserie & Lucerita's Brooch: Levitate with two THPs.
  • 12011 Zeus' Pop-Up Book Characters: Levitate with one SB and a Part Break.
  • 13028 Da Qiao Shirousa & Xiao Qiao Kurousa: Levitate with 2 SBs.
  • 13200 Bros: Levitate with a THP and an SB, Light Taco, Row, and Cloud Resist.

Lacking these, the following 10c equips are also compelling:

  • 10452 Mikoto's Coin: 10c with one SB and two THPs.
  • 12407 Thunder God's Orb: 10c with two THPs and two Light tacos.
  • 13417 Fern's Staff: 10c with two SBs, two THPs, a Move Time and an SDR.

The other star of the show is Diamos. His AS is much simpler: top row goes Light, uncaps himself to 25b, and recovers 20% HP on the spot, every turn. He also has great Awakenings, though with one glaring thing missing: he has no Bind Resist. Since he also has a Dark sub-attribute, you absolutely need a Light Attribute equip that also has Bind Resist. Luckily, there are a few options:

  • 14114 Diamos's Playing Card: Obviously compatible, and gives him another T-Awakening for more damage consistency, plus move time.
  • 12508 Gawain's Card: Two 7c Awakenings are decent, and the Blind Resist is useful if you don't already have it somewhere else on the team.
  • 11400 Rolo's Locket: 10c and move time.

Lacking these, if push comes to shove, less optimal equips like 12512 Idunn's Card, 13117 Egg of Friendship, or 12205 Izayui Nishiki's Earring can be used in a pinch.

So, the game-plan is simple. Between these two, we have 65% healing each turn, at minimum 5 Light orbs (in case of a shrunk board), which is enough for a T-match, 2x Move Time, and 210b damage. Now, we just need to fill in the gaps.

The Subs

As usual, we need to fill the following holes: VDP, Fujin, Cleric, plus Shield and HP buffers. As a general rule-of-thumb, you can use most of the same subs as you would use in a Reinhardt team and would get similar results with a higher damage floor.

However, while the two leads here have no pierce effects in their kit, we still have quite a bit of sub flexibility thanks to Dian's transform skill.

In the template team, this spot is taken by 13826 Gileon&Dyer, because they combine three very useful looping effects: 25b self-uncap, VDP, and a standard 35% shield, plus up to two Tea awakenings, an MTC Resist (ensuring you'll have full uptime on Dian's move time buff), and a native Blind Resist.

The next core sub is 13462 Serie, the MP unit from Frieren, who works wonders in this team, not only allowing the entire rest of the subs to be off-color, but also facilitating 162b damage, helping with attack debuffs, and providing a 1.5x HP buff on a loop, along with two Barrels and another (though in this comp, redundant) MTC Resist.

Thanks to them, the remaining two sub slots can be of any color. In the case of the template above, it's 13828 Solomon&Meluina, a tremendously useful cleric/fujin hybrid with who also board-fixes on a 4t cooldown.

Finally, the last card is 13550 Kuchina, the MP card from Mystics & Specters, who's another cleric that also brings a Damage Absorb Pierce loop on a 4t cooldown, plus yet another MTC Resist and a native Cloud Resist to the table.

Also, if it's a Yin dungeon, the above two can run two Yin Awakenings for a total of 25x Attack and 4X HP/RCV. Not too shabby.

However, as with all cookie cutter teams, you might not have access to all cards, and then comes the team-building conundrum. Now, there are three things to take into consideration here:

Do you have Serie?

If you do, they crack the team-building options wide open, while also shoring up the team's EHP and damage output at the same time. Whether you want to bring two clerics, a cleric and a fujin loop, or any other combination of any colors is completely up to you at this point. Go wild.

One thing to note thought: While Serie reapplies the color change every five turns, Dian doesn't. Meaning, if you know a dispel is coming in the dungeon (say, pretty much every single monthly EX Rush ever), it might be wise to put an on-color card (who doesn't care about the dispel), or a non-damage-dealer (like an utility Cleric) in that spot.

You don't have Serie?

That's a pity, but far from a deal breaker. Remember that you can still color-change any card next to Dian with his transform, so you can put something like 14010 Summer Sekka in there (shield loop and 55b self uncap with two Barrels), and you're already looking at a respectable 375b damage every turn, leaving you lots of room for the rest of the team without having to worry about their damage output.

You can also just fill the team with light subs (which is also the main upgrade path for this team once Bleach comes out, with Unohana, Yoruichi, and Uryu seeing a lot of use there). This is the "Just poach Reinhardt's subs!" path, where cards like 13403 Valentine Athena, 13415 Fern, 11201 Zerclea (or his Ordeal Evo), 13364 Theresia, 13298 Star&Stripe (two copies for squashing another off-color card between them), 13716 Tama, and a whole slew of older Light VDP and Fujin cards be used as well. Just good ol' fashioned traditional mono-Light.

What Dungeon are you running?

Due to its flexibility, Dungeon knowledge is a big deal for this team. As I've mentioned multiple times before, a dispel removing the Light infusion from the card next to Dian can result in a huge DPS loss (not to mention, if it was your utility card with Assist Recovery, no longer being on color can brick a run), so if you know it's coming, it's best to work around it.

You also have to consider what kind of EHP the dungeon demands from you. Right now, late/end-game stuff can be divided into two groups: the "old meta" of big, telegraphed attacks that favor EHP spikes with big one-turn shielders and 2x+ HP buffers, and then "new meta" of constant oppressive damage combined with big RCV debuffs to continuous pressure on the team, preferring shield and HP loopers instead.

This team can be build both ways. The template team I provided is the latter, sporting a standard 35% shield and a 1.5x HP buff loop, which, thanks to the high base stats and lots of Barrel/Yin awakenings, provide a high base EHP.

Alternatively, the team can be built with spike EHP in mind, either relying on Light cards, (13397 Alynna, 13483 OZerclea, 12877 Chibi Hazan&Varon, 13575 Mio, 13160 Christmas Millie, etc.) or abusing Dian/Serie to bring in any other attribute, at which point there are way too many options to list.

Conclusion

So, should you chase this team? Generally speaking, this is one of those "high floor, even higher ceiling" teams, where putting together even a half-baked team will work, and there's so much flexibility that you can fully optimize it to hell and back. However, what makes this particular team special is that you can grab Dian by completing the event quests and farming out the card soldiers from the invades, and then you can grab a Diamos best friend, and you're already half-way there, for essentially free.

And that's really the heart of this team. You can make it as lazy or as sweaty as you like, go low or high investment, and it just works, with a really simple play-style and without many of the weaknesses (such as the Awakening-reliant LS-s) of many other top meta leads. Speaking of which, the fact it's also still a T1 team two months after release in JP just further solidifies the idea that it's a team that's worth going for, though with Bleach just over the horizon (hopefully), you probably don't want to break the piggy-bank just yet.


r/PuzzleAndDragons • • 4h ago

Help! New Player. Help me to build a team

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3 Upvotes

Can anyone help me build a team. I pull Dian and Diamos then pull some in the Pad Island banner


r/PuzzleAndDragons • • 14h ago

What to trade for…

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8 Upvotes

iI had made up my mind I was trading for Dian because the hit rates are so low. No that this has happened, should I use my coin trade on one of the ones I didn’t pull or should I get another Dian and self assist?


r/PuzzleAndDragons • • 21h ago

Rant 600 stones (120 rolls) later

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25 Upvotes

Stopped when I got Dian. Would’ve stopped once I got a Diamos… 😵‍💫


r/PuzzleAndDragons • • 16h ago

Help! PAD Island Trades

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8 Upvotes

You're better off trading for a second Isis duo than for a second Elfriede duo if you can't complete the Hastia cross team, right?


r/PuzzleAndDragons • • 21h ago

Brag 2 Lucky Rolls

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10 Upvotes

I got one from the daily reward, and then another from the colosseum quest reward.


r/PuzzleAndDragons • • 1d ago

Misc. Waiting on Bleach

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19 Upvotes

This’ll have to do for now


r/PuzzleAndDragons • • 1d ago

Achievement Oct EX with Dian/Diamos

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17 Upvotes

r/PuzzleAndDragons • • 1d ago

Brag I think I'll save my stones then

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34 Upvotes

r/PuzzleAndDragons • • 1d ago

📰News [JP] Maid and butler rerun teaser

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9 Upvotes

r/PuzzleAndDragons • • 1d ago

Guide Playing Card Kingdom - Event Overview (FREE exchange for badge) | Dungeon Info | Team Builds |891 Limit Breaks Guide

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48 Upvotes

EVENT OVERVIEW
For this event, you can exchange for ONE badge unit (Acepel, Heartia, Dian, or Claith) by completing the quest to collect the [7] Card Soldier of each suit. Only ONE type of Soldier invades a Stage Dungeon per day, so it will take at least 4 days to complete. Since it is an invade, multiple runs may be needed to find the Soldier. The schedule has been posted but the specific dungeons are not yet confirmed. We're told to keep an eye on the in-game mail to guide us towards the Soldier.

Here are all the dungeons they were in for the JP server. They did not repeat and change each day. It's subject to change for us.

[5-4-1] Number Dragon Rush 1
[5-4-2] Number Dragon Rush 2

[5-5-1] Hera Rush
[5-5-2] Zeus Rush
[5-5-3] Devil Rush
[5-5-4] Dragon Rush
[5-5-5] Yamato Rush

[5-6-1] Machine Hera Descended
[5-7-1] Machine Zeus Descended
[5-8-1] Machine Athena Descended
[5-9-1] Machine Goemon Descended
[5-10-1] Machine Noah Descended

[Sanctuary of the Gods] Hera - Luna Descended
[Sanctuary of the Gods] Zeus - Giga Descended
[Sanctuary of the Gods] Athena - Non Descended
[Sanctuary of the Gods] Valkyrie - Ciel Descended


DUNGEON INFO

Playing Card Labyrinth Lord, Drawn Joker Descended!
Dungeon Data
Team Builds

Playing Card Kingdom Colosseum!
Dungeon Data
Team Builds


r/PuzzleAndDragons • • 1d ago

Brag i’m gonna wake up with no limbs as payment..

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26 Upvotes

not seeing this kind of luck ever again 😭


r/PuzzleAndDragons • • 1d ago

Wood + limit clear

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5 Upvotes

I may not own a wood team, but that doesn't stop me from clearing the wood dungeon


r/PuzzleAndDragons • • 1d ago

Misc. [Misc] Playing Card Kingdom - Invade Data

17 Upvotes

Invade Data

Starts at 2100 central & runs for 48 hours. If you have not cleared the Invade dungeon since the recent reset, then you can quit the First Time Clear 0stam (to save Stamina) if the invade is not encountered before the boss and try your luck again.

  1. 10/15: Yellow - Machine Zeus
  2. 10/16: Blue - Number Dragon Rush 2 (5-4-2)
  3. 10/17:

r/PuzzleAndDragons • • 22h ago

Team Deku replacement?

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2 Upvotes

Any ideas of a replacement for the second Deku?


r/PuzzleAndDragons • • 22h ago

Help! Team building help

2 Upvotes

Hi everyone, I decided to redownload this game after what people were saying on my post yesterday, tried to complete one of the dungeons with my omnimon team and got COMPLETELY smoked lol. I pulled on the card banner a bit with some stones I had left over and managed to get a copy of the Diane, but I am still so lost with teambuilding. Below I am attaching a link to my current box, any help would be appreciated. Also, which of my current monsters are safe to sell/fuse, cuz ik this game is about box depth as well and I don’t wanna accidentally sell something that was useful haha. Any help is really appreciated!

https://imgur.com/a/nSqc9Q3


r/PuzzleAndDragons • • 1d ago

Team Dian/Diamos

10 Upvotes

Just rolled those two. Wondering who are the subs for this team? Thanks!!!


r/PuzzleAndDragons • • 1d ago

Brag Luckily, Dain is an exchangeable.

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9 Upvotes

r/PuzzleAndDragons • • 1d ago

Misc. Got them both within 20 pulls! Now to chase that second diamos...

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6 Upvotes

Diamons is really good with his own assist but I'll pull after my free ones


r/PuzzleAndDragons • • 1d ago

🔎Looking For LF Kikoru Friends 374, 765, 420. I'm running a diamos with his own equip on friend slot

1 Upvotes

r/PuzzleAndDragons • • 1d ago

Discuss Is this game worth playing again?

3 Upvotes

I started playing a couple years back due to the HXH collab, and then played all the way until the first digimon collab came out for the english version. Now I’m just wondering if it’s worth coming back to the game? How has the meta evolved? Will my box that I had even be enough to clear some of the content? What mainly peaked my interest in returning was the fact that I saw that the JP version just got a bleach collab lolol


r/PuzzleAndDragons • • 1d ago

Misc. You can tank Kulia’s Awoken Bind in Beach Zeroag Descended

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5 Upvotes

I had my cleric on cooldown, so I used Beach Fagan’s defense skill and his and my Kulia’s leader skills to tank each hit. Even though you would think Beach Kulia and Fagan both would use the 5 color awakening for their defense and bonus combos, you would be surprised that both leaders do their stuff without requiring the awakening on the team, even though Fagan has it on him. In fact, I took enemy Kulia down to that much health while awoken bound; that is how good the specific wording of att. attack instead of the awakening matters even when you are awoken bound as if you use leaders that require awakenings to do their stuff then you automatically lose.