ten! However, the next five choices are for another week, so in this case, we’re gonna be focusing on the first five chances – Smokey, Avaris, Imesety, Eva, and Ran.
Today, we’re gonna be looking at the fire Jack-o-Lantern, Smokey. I’ve run all the Hall of Heroes on five different accounts, so four out of five will be absolute nooblet teams. However, my main team is still the same.
Before we begin, Hall of Heroes is a lot like Trial of Ascension, so that means you can use Trial of Ascension strategy and monsters (e.g. attack bar pushbacks, stuns and continuous damage are king). I strongly advise bringing your regular Trial of Ascension team. In my case, I’m using Baretta (L), Charlotte, Rica, Frigate, and Verad.
Stage 1
Stage 1 has begun! Here, we have three Chillings (water Jack-o-Lanterns) and two Ravitis (wind Hargs).
The Threat: Soooooo, did you know that Chilling was the bread and butter of every DB10 team when he first came out? I think he’s still prevalent to this day, but I’m not too sure about that. It’s mainly because his passive lets him steal a buff from an enemy every time he attacks.
Raviti, meanwhile, was great for a starter R5 cleanser. He removes all debuffs from his allies and plants an AoE shield as well. It’s based off of his defense, though, and I think HoH isn’t too bad when it comes to defense.
The Solution: Destroy the Ravitis first, because having them fully destroy all the DEF break and attack break you have on the enemy is awful. Don’t forget to make sure you don’t have any buffs on yourself, because once Chilling grabs them, he’ll end up having his speed.
Stage 2
Stage 2! Here, we have three Windys (wind Jack-o-Lanterns) and two Ludos (fire Dice Magicians).
The Threat: So, it turns out that Windy’s passive is… really forgettable. When he’s first attacked by an enemy, he’ll grant a shield on himself by 20% of his Max HP, and it’s not that bad to deal with, you can easily break it. Ludo has a passive that either increases the damage he deals, or decreases the damage he takes, and it’s a real pain to deal with if he’s at full “damage decrease.”
The Solution: Well, Windy isn’t that bad to deal with, even with his shield, so you can feel free to take him out. He’s not the main source of damage (Ludo is) and he’s less of a pain to deal with than Ludo.
Stage 3
We’re at the miniboss now! Here, we have one Kumar (fire Beast Monk) and two Tetras (water Mermaids)
The Threat: Sooooo, I actually had to remember that Kumar and Tetra got buffed a while back and I had to look them up. Kumar now does AoE silence with his third skill, heals an ally for 40% of his max HP, and removes a buff from an enemy off of his first. Tetra, meanwhile, has a passive that decreases the debuff time off all allies for a turn every time she gets a turn.
It’s… uh. Not so fun.
The Solution: Anyway, I’m
definitely gonna say take out the Tetras first. Like, you
can just straight-up nuke Kumar and go, but it’s best to take out the
mermaids that can literally decrease debuff durations and even cleanse stuff off of your enemies-
Stage 4
Okie-dokie, we’re right past the miniboss! Here, we have three Duskies (dark Jack-o-Lanterns) and two Figaros (light Jokers).
The Threat: Okay, so Figaro has this passive that gives him a 25% chance to cancel any incoming damage he’s gonna get. It will always activate at the most inopportune times ever, and it’s gonna suck really bad. Dusky, meanwhile, activates a shield on everyone if he goes a turn without attacking (so using his second skill, getting stunned, etc).
The Solution: Thankfully, the shield isn’t that hard to break, because it’s based off of his level, so the only
real problem you’ll have is dealing with the Figaros. But even then, it’s only 1 out of every 4 hits,
right?
[cries in “all three hits of Rica’s third got cancelled once”]
Stage 5
We’re at the final stage now! Here, we have three Misties (light Jack-o-Lanterns) and two Diases (dark Death Knights).
The Threat: The threat is definitely gonna have to be Misty, but Dias sucks too. Dias reduces the damage that all of his allies take by 15%, so that’s not fun. Also, Misty can’t be stunned, slept or frozen. Her attack speed increases per debuff on her, and her attack power increases per buff on he.
The Solution: I’m probably gonna have to say take out the Diases first. Having 15% damage reduction is never fun to deal with, and he doesn’t reduce damage on himself (but the other Dias will reduce that damage). Misty can’t be stunned, so unfortunately, you’re out of luck unless you can always keep her attack bar down at all times.
Stage 6
It’s boss time, everybody! Here, we’ve got a Smokey, and two other Jack-o-Lanterns. However, the other two Jack-o-Lanterns are going to be different elements each time.
The Threat: The threat will always be different, because the lackeys will always be different. In this case, though, I’d definitely say that Chilling is the biggest threat, though this is only B1 and not… I dunno, B7 or some other high level? Look, I’m tired.
The Solution: Anyway, if this were a higher stage, I’d say you should take out the Chilling first, make sure Dusky never gets a turn (even stunned, because then his passive will proc) and then go for Smokey. But remember, you can just outright kill the boss too and don’t have to kill the lackeys.
I hope you all enjoyed this article! Did you get a Smokey, and if yes, how many copies did you get? I’ll be writing four more articles involving this round, and when the next round comes I’ll be prepping another five articles. I’m Sara Ann, and I’ll see you in the next article!
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