[Kairisei MA-G] [Walkthrough] S1 Ice Dragon Hell


This season (let’s call this “S1”, meaning Season 1) is ending, and I’m glad that we’ll get updates soon. Some might call S1 boring, but hey, the game just launched, and we needa think about the poor players who are still new to the game and struggling to learn the ropes. Seeing the number of new players asking questions in the Facebook group, it is evident that S1 CANNOT be too fast-paced, and everything still needs to be as simple as possible. As for the JP/CN server pros that have already completed everything there is to be done this season, it’s time to take a break before S2 starts 🙂

For me, I started pretty late. I discovered this new English version near the end of Nov, but having rerolled 2 times, doing the type of delayed reroll, meaning you played seriously for a few days, THEN decide to restart (thus wasting progress), I really only started about 1 week ago. After the 2nd reroll, even Pie was ahead of me, but due to sheer determination and brains and brawns and experience , all is well now. The 2nd reroll was mainly due to the Wind limited gacha that arrived so late into the season. Being a Mill lover, there is no way a “free” (cos of advanced reroll) limited edition shield card should be missed and so I eventually started from scratch again. My starter gachas ended up non-Mill, but as long as I get Lunete I’m happy 😀 On a side note, another class that is worth rerolling for wind limited is Bard, but if you haven’t done so by now, pls give up that thought.

*Advanced Reroll: Refers to the ART of rerolling not just for the starter gacha, but for the 15 free gems the following day (or by completing simple maps and story mode to obtain 15 right away) to roll the discounted 1st 11 pulls of wind limited gacha. This is an advanced technique ONLY FOR THE INSANELY DETERMINED and definitely NOT FOR THE WEAK! This technique is only justified when dealing with “Limited” gacha pools, since the limited cards cannot be exchanged with Knight Tokens and are thus very very valuable and rare.

So let’s get straight to the point, Ice Dragon Hell. As of now, I have Pie and Jello playing with me, so we are constantly in a miserable 3q1 (三缺一) situation. Bunny is horridly stubborn and Minty is a horrible person anyways and then we have no more friends ._. So how is this a miserable situation? Since we chat on Discord while playing, we can coordinate our burst turns and preempt one another about cards we have in hand (and I can remind Pie about stuff like Claire lasts 3 turns and which turn Healer played it… Pie pls). However, once there is even a single player not in the chat, there will be this point of mystery. Will this Bard have Claire? Will he play it on c5 or c6? Will he have Mumu? WILL HE USE LEVEL 1 JIBIBIBIBI DELAYED HEAL? All these are uncertainties we have to endure, and it’s not a nice feeling.

So today is a special day. I finally got my day off and we can happily spend one hour together during the 11am window to spam that dragon. Though we’ve been trying here and there even with missing members and stuff throughout the past few days, we did not manage to land Kaguya. But we really needed to get one for Jello before S1 ends. So here goes our run 🙂

Note: The run featured below actually took place during the 5pm window, since the 11am window only gave Olwens and stuff ._.


The Beginning


Classic 3q1… Pie and I have our 90 fame leaders while Jello is still farming up his Bubble (Unseelie). For the past several clears Fame has only gotten us more lame big tokens. But we still believe.


So the lucky Bard of the day, or should I say, lucky us for meeting our wonderful pub Bard. Either way, off we go into the lair.


Ferocious looking dragon. Not too difficult though if you know what you’re doing, and if Merc has Achilles.


The beginning of the fight marks the debuff/shield-up phase, where we do our best to mitigate damage and prepare for the aoe on c5. I missed the screenshot for 3c, but looking at the physical damage buff that is still there on the claw, I must have used a Dietrich. For c4, it’s best to maximize cost by using a 4c shield, and the best choice will be Tarquin. Siegrun has subpar physical shield (980) and Jello is already using a maxed Robert, so with Robert and Dietrich debuff we wouldn’t need as much physical defense anymore. The others are just stacking green chain and bard uses Luzali for some additional deeps. We also know we will have a fantastic turn next since Lunete and Robert are already in hand 

Note that Pie did not draw Achilles so no easy mode for us at least until c6.


I would think this is the best combo for c5 in my deck. Lunete provides noticeable magic defense against the magic aoe on c5 and also provides card draw for mates who used 2 cards, and Robert prevents claw from doing much this turn. Another good combo will be Lunete + Bernard for maximum magic defense. Since Pie did not have Achilles on c4, the magic aoe this turn will be substantial, so Bard will need to top us up as much as possible.

With the huge aoe attack from the dragon on c5 marks the end of the beginning. From here on we move on to the DPS phase.


March to the Climax


Aoe was manageable and we survived (of course) and Mumu this turn would definitely fill us up. Pie finally drew Achilles so this turn will definitely not be a heavy DPS turn. Everyone switches to defense mode. It is vital that both Thief and Mill bring Bernard as this card is very powerful right now due to the lack of powerful magic damage mitigation cards for both Thief and Mill. Merc usually will not have the slot to bring one and Bard may or may not have the chance to use it too (the amount of healing needed is pretty high if back is not stopped). By pairing with a card draw +1 in Laudine, we make a good move on c6.


Note: Achilles is a fantastic Merc card for this stage, since it can completely stop movement of a dragon part for a turn. The dragon’s back gives the dragon a 4k magic buff on c4, c6 and c8 and it can quickly stack to absurd amounts, leading to a team-wipe aoe on c8. So by stopping the dragon movement on either c4 or c6, we can reduce the risk of wiping by ALOT, and also reduce the stress of healing from Bard after those turns. The card says low chance but it is in fact HIGH CHANCE


We marked DPS phase from c6 onwards as it is the point where Bards can start throwing out their Claires. If Achilles was activated on c4 instead, aoe on c5 would have dealt only a small amount of damage, and experienced Bards can Claire on c6 for 1 extra turn of DPS.

However, c7 Claire is fine too and we make do. Due to the nature of Mill’s DPS cards (Enide 3c, Cador 2c, Tor 3c, total 8c), we usually choose to DPS on c8. Also, the time bomb is set at c8, when we absolutely have to kill the back, so it’s fine for our burst turn to be c8. C7 becomes a mostly preparatory turn, where debuffs and buffs and shields are used to makeup for our next turn’s all out DPS.


For Mills, it is 0 error probability, since by c8 you WILL have all these 3 cards. For Pie, Merc does not have enough low C green DPS atm even with Cador, so DPS from him was pretty average with just a buff + 4c DPS. Jello had a bad draw too and all he could do was stack green chain ._. Bard was even worse, not even a green chain card. But it’s up to us (me) to save the day, and the damage we do will most likely help us kill off the back.

Note: The reason high cost DPS cards phase out quickly is due to this. During burst turns, majority of your DPS comes from buffs, and with every additional DPS card out on a burst turn, you absorb another full set of buffs, and that means your damage almost doubles per additional DPS card. By looking at my Cador and comparing to Pie’s Agravain, you can see the difference. Board damage of the card is only lower by 5k (before chain and element bonus), but the buff each DPS eats is 14k (self buff) + 10k (Claire), and can be even higher if he had used soccer on c7. The difference is then multiplied by chain bonus and counter-element bonus, leading to a huge difference in DPS if Pie had used 2 lower C DPS instead :O 


The Cleaning Up


So after the burst stage we successfully destroyed the back, and now it’s the last lap to victory. The whited-out card is Claire. For us, we try to control our use of cards to ensure we always can provide card draw +1 every turn from now. Do not throw cards till you are left with a non card draw piece in hand, since if you draw things like Sigrun or Bernard the following turn you will cry (your teammates will cry even louder). However, do try to use 2 cards per turn especially if you have a full hand. This is called washing cards 洗牌 since you do not want to waste card draw +1.


From here on you will see your mates starting to throw out cards in 3s, and you should feel stressed as a Mill. As usual, leave a card draw tool in hand every turn. Don’t follow what others do, we need to be smart as Mills  Do what you can stacking chain and we’ll leave the brawling to them.


So we destroyed the claw too and honestly we have won by now. Aoe next turn so we take precautions by using at least a magic shield, and physical debuffs and shields are totally useless now other than to chain stack and card draw.


Still not dead ._. But after this turn you will be 🙂


The End


May a Kaguya rise from the ugly dragon carcass and end our torment.


And Ooolala~ Here it is! We have graduated ❤


After looking at the chat, I realized we also got a Sigrun!? But all I care about were my friends’ health. It’s already 4am for Jello!


Yea, indeed. I got my 6th extra Sigrun.

So from here on till S2 comes (probably after the 15th), we’ve got nothing to do already. We more or less maxed out all the cards we need, and we’re too lazy to work on another class. Also, there aren’t good MR 100 Fame cards to farm for in S1 and no token pools and boss tokens and stuff… So, cya guys in S2!





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