Star Justice No Combo Carry

Star Justice has been plaguing several of the users on my server, both carriers and new players alike, given the handful of additional requirements of All Attributes, the multiple resolves, the skill delays and more.

Well, no more worries! Here’s a Star Justice 0 combo carry!

Basically the person being carried only has to use skills and match 0-2 combos per turn, never doing damage or needing any matching skills.

This is an updated guide of the previous one here.

Changes: Takes into account new cards + Orochi revo (which most people did) to lower the requirements on P2.

The Teams

Player 1

Sherias Roots / Ragnarok Dragon (SDR) / Ganesha (SDR) / Barbara (SDR) / Orochi – 8SB

Note: Roots is not required for this setup. Any rainbow lead that provides at least 10x damage to this team works. Roots is used because it’s a DKali active and works with the available subs. Without Roots you’ll be relying on board setups throughout (which should work in general).

You need protection against 4 turns of delay from SJ (5 if you want to protect yourself from Justice Another). I personally use inherits as pseudo-SDR but it really doesn’t matter as long as Barbara, Ganesha and Ragdra are up on SJ.

Player 2

Ra Tamadra / 99 True Damage / Echidna / Grodin Tamadra / Mithril Edge – 4SB MINIMUM

This makes the P2 side completely farmable!

Note: All Att is Required but Dark is covered by Roots.

Alternatives:

Keep in mind not every possible option is listed. As long as you meet the requirements it’s okay. READ THE REQUIREMENTS CAREFULLY THOUGH.

Leader needs to be anything that can do 5x damage or more.

The 99 true damage is farmable in the form of Baby Match Plus, Mandrake or some others from REM.

The 3+ turn delay is Echidna (and seasonal variants) or Awoken Orochi.

Grodin Tamadra needs to be Grodin Tamadra or Grodin.

Mithril Edge can be ANY blue card that brings your total SB to minimum 4. Using REM equivalents of any of the above cards will probably let you run almost anything in this slot. Blue is not required if you covered blue in the other slots (Yuna lead, Orochi delay, etc).

How it works

Floor 1 – Homura

P1: Match and kill.

P2: Grodin Tama

Floor 2 – Kamui

P2: Save all colors and clear any extra 3 of any color. If the required orbs are on the board you can just 0c. (Required being all colors + hearts)

P1: Kill while making sure to heal from the saved heart orbs.

Note: You’re still safe if you don’t kill here. Don’t need to pass.

Floor 3 – Zeal

P2: Use 99 true damage active.

Floor 4 – Verche

P2: Save all colors. If at least 3 of all colors exist 0c. Otherwise combo any extra orbs above 3 for any colors.

P1: Match and kill.

Floor 5 – Voice

P2: Pass

P1: Orochi active

— Setup board until absorb is down–

P1: Match and kill

Floor 6 – Star Justice Part 1

P2: Delay active. Save all colors. If at least 3 of all colors exist 0c. Otherwise combo any extra orbs above 3 for any colors.

P1: Match and kill. If the damage is not enough just repeat the last 2 steps.

Floor 7 – Star Justice

P2: No combos.

P1: Barbara, Ragdra, Ganesha. Match and kill.

P2: Match any colors to clear.

Congratulations, you’ve cleared Star Justice!

Note: There is an infinitesimally small chance that Justice Another spawns. His skill set is more or less the same except 2 main variances. The first is his skill delay is 3-5 turns meaning that you might have to stall another rotation for skills unless you’re setup for 5 SDR. This can be quite difficult given the 99% gravity on turn 2. Good luck. The second thing is his resolve burst is MUCH higher than Star Justice and cannot be tanked using anything under 100% for shield (which leaves you with Ganesha and Raphael).

See video for a full clear of the Star Justice Descended Challenge:

Join the Puzzles and Dragons Carry Discord Server for more awesome carry setups like Myr No Combo, Agni No Combo, Liberty No Combo, and more! Or just chat with the dozens of endgame players about theory-crafting and team-building.