After a few grueling sessions of trying AA4 and mostly dying, I’ve compiled a list of the most notable changes and threats in this new dungeon.

In general, expect everything to hit a lot harder (on average, 50k-70k a turn) and some additional heavy hitting preempts.

Floor 2:

now preemptively skill delays for 3-5 turns. This means you should aim to transform your lead(s) on Floor 1 as much as possible, even if they’re unbindable.

Beware of your Fujin active for Persephone getting delayed as well.

Floor 3:

will preempt no skyfall for 10 turns.

Floor 4:

preempts for ~50k, which can get dicey with the floor before.

throws you a bone and gives you 1 spinner for 5 turns. This makes it easier to proc guard break.

Floor 5:

Snowglobes hit for 140k, up from 100k.

Floor 6:

awoken binds you for 5 turns on top of her normal preemptive skill set.

Floor 7:

now preempts a void damage shield that lasts until her nuke. She also has +40% higher defense and HP, 140 million each.

preempts some poisons and mortal poisons, so if you neglect poison resist her skill set can be threatening even if you didn’t carry forward poison skyfall from Freyja.

Floor 9:

has a 100k preempt.

This goes up to 180k preempt if you have a time debuff (like from Set’s on the previous floor).

‘s time debuff is now 75% for 10 turns rather than 50%.

‘s ragehit at resolve is now powerful enough to kill most conventional solo teams (278k).

Floor 10:

If you have a 7×6 lead, now clouds the right column for 10 turns and does 20 turn superblind skyfall on top of her normal skill set. (On the first turn, her cloud moveset is replaced with a 50% shield; she does not smack you.)

Floor 11:

preempts for ~100k. 170k if there are no Devils on your team.

Floor 12:

Tamadras hit you for 140k each, up from 100k.

Floor 13:

‘s time debuff is now 75% for 10 turns instead of 50%.

has a void damage shield. (If you have a VDP active DON’T burn it, he’s not threatening.)

Floor 14:

preempts an 8 combo shield.

Floor 15:

preempts you for 98k on top of her normal preemptive skillset.

Remember: Myne’s death message from the previous floor wipes out leader skill-based shields.

Kurone’s own awakening bind disables HP, team HP, and resist awakenings.

Make sure you have enough HP AND you heal up on Myne, otherwise you will forfeit 25% of your runs off the bat.

Also account for leader swap modifying your tankiness if you get Ishida.

This is probably the most important change that you have to take into account when teambuilding.

Floor 17:

preempts an 8c shield. When you get to near the end of her first story (more specifically, right after her

On that turn you will take approximately 200k.

It might be just me, but seems to be much more frequent than .

Floor 18:

attack, when she says “Outside this cage I grasped thoughts”) she tries to put up another combo shield but fails, so she smacks you.

now have 50% resolve and are considerably tankier (+50% more HP).

Floor 19:

Although their skill sets are basically the same, because there is a new floor after this one it’s highly advised to either stall out or use an active to remove ‘s unmatchable hearts. ‘s

Floor 20 (New floor):

andskyfall can also pose an issue.

preempts status shield + 8 combo shield + no skyfall for 10 turns + 75% atk debuff for 5 turns

preempts a cross of spinners + randomly absorb 2 attributes for 1 turn + 75% atk debuff for 5 turns.

Both have 100k defense, 50% super resolve, and halve God/Devil dmg. Radra has 1.5 billion HP, Yomidra has 1.8 billion HP.

Both hit around 70k/turn and double that after enrage. Radra hits slightly harder, but Yomidra will repeat absorbing 2 random attributes every turn.

Yomidra will always absorb one of and one of , just like in A3 (apparently it can’t absorb , I haven’t paid attention).

and one of , just like in A3 (apparently it can’t absorb , I haven’t paid attention). After 10 turns or if you hit them to super resolve, they will enrage to 2x atk. Yomidra will also absorb 2 colors again, Radra will also hit you for ~157k. (If you hit them to super resolve while they’re enraged, they just pull from their normal skill set).

They both have the standard low HP execute.

Beware of both of their skill sets that can wipe out heart orbs. Not many teams can withstand 2 attacks in a row without healing after their enrage.

Thoughts overall: