Basic team composition:

Meliodas/R.Haku/R.Haku/Nohime/unbindable blue coverage

The Hakus are pretty self-explanatory. Nohime has a godly AS for the team, providing board change and 75% shield in one, and her 3 SBs ensures you have a board changer up on floor 1. Damage is very balanced between Meliodas, Nohime and Haku when matching a tpa and 7 combos, as double tpa and 7c is pretty close to double 7c damage wise.

Including assist stats bonus, the HP threshold of your team should ideally >31,599. It’s the first hit from Lifive, and if you can survive it, it basically saves you a board changer on that floor.

For blue coverage, it needs to be unbindable due to LS activation requirement. Considering this, some good choices are:

Amatsu from MH collab is what I personally use. Highest HP in the game and heart column awakening make resolve enemies much easier to deal with. Even tho he’s off colour from LS’s perspective, the stats and awakenings totally make up for it.

Typhon. Personally I prefer using the non-Ana form as a sub due to shorter skill CD, as Ana form trades 4 extra turns for a stronger haste. Devil killer is mostly beneficial, while only make Parvati slightly more annoying to deal with.

Uruka. Both forms are excellent, although I would personally use the B/D form for better HP and rcv, since the team’s damage output is sufficient with just 3 subs.

I’m aware the above 3 options are both very rare. So if one has neither, R.Neptune is also a solid choice. Poison is better than Lumiel due to giving you an additional turn to set up the board on predra, and Neptune’s buff applies to everyone on the team.

Assist skills:

Fujin and Zeta Hydra on each leader, Ana Typhon on Haku, Lumiel on Haku, and Indra on either Nohime or the other sub. If the team does not pack heart column awakening, a Raijin inherit is recommended for Ilsix.

(Anaphon and Lumiel on each Haku is also the preferred set up for DAthena team, which is convenient.)

Fujin is used either on Parvati or Heradra. The team can deal with Heradra fine (when skyfall doesn’t troll you). And the chance of meeting Parvati AND Heradra is a mere 0.25 x 0.2 = 5% chance, so most of the time I choose to Fujin on Paravti to save some valuable time.

Hydra is used on the Vishnu floor regardless of the spawn. It gives you some valuable time to charge your skills/inherits, and will ensure your leader’s AS will be available either on Radar or Kali floor.

And for long CD skill delay buffers, Azathoth is the best by far, followed by Azazel.

My team and latents:

Assist skills are in the order of:

Hydra, Azathoth, Lumiel, Anaphon, Indra, Fuujin.

Where Azathoth is just a really long skill delay buffer, and provide some awesome bonus stats.

Killers are the most important latents since the team is not running any damage enhancers. 1 god killer on Meliodas and Nohime, 1 dragon killer on Haku give the team a 1.5x damage boost vs Radar dragons. And the god killers on the team altogether make Vishnu a 2HKO. Machine killer is just there to make Gaiadra easier, but is not needed at all.

It’s also useful to put 2 SDR on the Meliodas with Hydra so that you can still use Hydra after A.Shiva’s 2 turn skill delay. For the remaining slots, more SDR or green resists (solely for Parvati) are some good choices.

How to deal with difficult spawns:

Floor 1: if the blue penguin shows up and make your board unactivable, use Nohime.

Floor 3 (tans): you have the shield carried over from the previous floor, so you can freely set up the board on your first turn. LS activation and 7c will break tans’ defence.

Floor 9: Zhou Yu and Sha Wujing. If your team has heart column awakening, you can always set up the board on the first turn, and kill on the next turn using heart column. Otherwise Nohime can protect you from both of their resolve hits.

Floor 13 (tans) and Floor 14 (Gran or Zera): Lumiel vs the tans. If Gran, match 3 dark 3 fire 3 blue and a blob of green orb to hit her below 50%. Once she’s below 50%, her charging resets so you’ll always have a free turn to set up the board. If Zera, clear as much orbs as possible and hit them to resolve. On the next turn, match 1 set of heal + any 1 or 2 attributes present on the team + 5 combos in total, this will remove the resolve.

Floor 16 (Sopdet). Never activate your LS. A dark TPA and 1 other combo is a safe 3 hit KO. Once she’s dark you can match more combos (but stay below 7 combos).

Floor 18 (Kagu). 3 dark 3 red 3 blue will do ~90% damage to him. Or preferably use delay (Hydra). If delay is used, on the turn that he’s down to resolve, it’ll allow you to set up a board vs Gritzar. If delay is used here, dealing with Vishnu becomes difficult, so it is recommended to use Fuujin on Vishnu in this situation.

Floor 18 (Paravti). Dark 3 match and 7c or dark tpa and stay below 7c will chip her down. However, the team can’t tank her rage hit <30% without some green resist latents, so either use delay when she’s just below 50%, or preferably just pop Fuujin.

(Between Gritzar floor and Radar floor, do not use the Anaphon assisted Haku and Indra).

Floor 20 (Vishnu). For the other 3 spawns, Hydra will easily take care of them. For Vishnu, 3 dark 3 red 3 blue with no other combos deals 60% to him. So assuming Hydra is used on this floor, Vishnu is actually very easy to deal with as it’s a clean 2HKO.

Floor 21 (Ilsix). Very easy with heart column. Otherwise, OHKO him first, once he’s at 50%, 3 dark 3 red 3 blue only will do ~35% to him, which is enough to get him below resolve threshold. Then Raijin and kill.

Radar dragon strategy:

Hephdra: after delay, Meliodas(Fuujin) is available and Haku(Anaphon) will be ready after 2 turns. Use the first turn to save dark, blue and red orbs on screen. Then 1 dark TPA and 7 combos in total will get him below 50%. Then pop Meliodas for the kill. This will leave you with a Haku board vs Kali, which should always be a OHKO.

Noahdra: the initial stalling is the most annoying part. Wait until she absorbs B/L or G/L, then use Indra and land a big hit on her. Full activation with one dark 3-match and 7 combos in total will do ~a third damage to her. After that:

Her first big hit (<90%) does skill bind and gives you a Lkali board. With Indra active you can tank her next big hit as well no need to heal or use a skill here. A dark TPA and 7 combos in total will do ~40% damage to her.

Her second big hit (<70%) blinds your board and gives you another Lkali board. Use Anaphon or Meliodas here and you should be able to finish her off.

If she’s still alive, she’ll use use her 3rd big hit and delay your skill by 5 turns. Use whatever skill is there left and finish her off.

Gaiadra: very easy to deal with. 2 board changers will finish her off easily. Below shows a Haku board dealing ~90% damage to her.

Zeusdra: 1 dark tpa (with at least 1 orbs enhanced) and 7 combos in total is a OHKO. If too much skyfall or board changer gave you no enhanced orbs, pop a board change on the 2nd turn and kill (although matching 8 combos can be annoying at times).

Heradra: if Fujin is not available, keep attacking her with dark 5-match and stay below 7 combos. You have 5 turns (with Indra) or 7 turns (with Nohime + Indra) to finish her off.

Overall when it comes to Radar dragons, Meliodas can deal with all of them very consistently. If I have to rate, I’d say it’s something like Heradra (easiest due to Fujin) > Gaiadra > Hephdra > Zeusdra > Noahdra (hardest). Even for Noahdra, Meliodas has an easier time dealing with her than most other teams out there due to the free 2 LKali boards she give you, which actually help you out a lot.