The Dungeon Mode is a PvC mode of play that features a chain of branching, unique battles against various types of enemy 'Golems'. The Dungeon requires the use of gold and tickets and can be restarted and completed indefinitely. The rewards increase in quantity and quality as you make further progress and will generally reward you with unique pets and purple jewels that cannot be obtained elsewhere.
To start or restart the Dungeon you must pay a small gold fee. Whenever the Dungeon is started new, two randomly generated abilities will be granted to the players, commonly being some stat buff to a specific mobile or mobile type. All previously made progess in the Dungeon will reset including stages unlocked and rewards (all rewards gained in the Dungeon are kept by the player even after restarting). Only the players Dungeon level/ Dungeon Points, and unlocked skills will persist after the Dungeon resets.
As you progress through the Dungeon, a few important things are to be noted: The HP of your mobiles will persist after each round. The mobiles and avatars used in the Dungeon can be freely swapped around in between levels. The HP of a mobile as it enters and exits a battle in the Dungeon is stored as a percentage of max health rather than as an absolute number and is associated with that slot in the player's line-up rather than with the specific mobile. Healing is possible through Dungeon Skills, items, and clearance rewards on specific maps, but no avatar healing ability will activate within the Dungeon.
1) If you're just starting, focus on leveling up for better abilities and getting a feel for the dungeon.
2) Generally a good idea to eliminate non-boss mobs as quickly as possible. Use damage items to help achieve this. The quicker a mob is destroyed, the less damage it will do to you.
3) Mobile placement. Very important in laser boss stages. Important to spread your mobiles apart enough to avoid getting double hit by mobs.
4) Pick primarily “Attack” Dungeon Skills. The idea behind it is to kill off mobs as quickly as possible, therefore them doing less damage to you. You may accrue more damage than you can defend against or recover if you don’t kill quickly. This type of lineup works well for most stages. When you reach dungeon level 4, the attack skill “power pack” becomes a huge advantage.
5) The road to S pets and jewels: Head straight for stage 5-4. Complete stage 2-5 along the way. When you reach Zone 5 use stages 1-3, 2-6, and 2-7 to heal your mobiles with heal items.
1st slot: Mage, Eraser. High mobility, long range(preferred), high mount. I feel mage is a great choice for these three reasons. You can easily avoid pre-targeted shots, and shot reaches just about any mob on the map.
2nd slot: Versatile. Lean towards a mobile with long range or has the ability to hit multiple targets (e.g. Rocken/Eraser/Arrow).
3rd slot: Boomer. One of the best mobiles for dungeon, especially made for this slot.
Focus on defensive and extra HP avatars. R.Archer or Black Servant are also excellent choices. Some of my picks include Yeti, Jewel Helmet, Kaka, Robox3, Knight.
Similar to above. Mobile selection - I wasn't able to complete these easily until I added Eraser and Blank to the mix. Eraser S2 for all stages and Blank for bungee-ing the Electric bosses.
Stone Fist Mob: damage - high. Kill these first whenever possible. Target top of head.
Shield Mob: damage – small. Target the back of their head.
Small fist mobs: damage – small. Earlier stages is 1 shot kill. In later stages takes two well placed shots to take them out.
Recoil Mob: damage - high, but avoidable. Fires 4 slugs at a pre-targeted location. Shot is affected by wind. Target the top of their head. If you're having trouble get the skill "emergency recovery".
Healer Mob: damage - medium. Before second shot, will heal all mobs, with each turn healing more. Target top of their head
Force Mob damage - high. After taking a hit, gains a large amount of %Defense, so you don't want to hit him again until the next turn. Focus on him with one good shot at a time from the start to minimize his damage.
Boss “Steel”: Will target 1st mobile. Attack splashes around, avoid the center of splash and keep 1st mobile away from other mobiles. Use high mobility to avoid shots. Hit the top of his head for optimal damage
Boss "Bomb": Similar to Steel, except it makes 1 large hole. Easy to avoid.
Boss "Laser": Always targets same mobile, unless a mobile falls to low hp, then it will switch targets. Fires a laser at pre-targeted spot, and fires 2 side lasers above and below it. side lasers always fall in the same places on the map, depending on where the main laser strikes so you can plan and adjust. 2 strategies for side lasers, either take the damage from them so a hole is not created, or avoid them because you can work around the holes they create. Boss can be hit anywhere and will take the same damage.
Boss "Missile": Fires missiles similar to lancer that do a lot of damage. This boss is relatively weak so target the top of his head first with damage bonuses (vampire item, others). Shield/emergency recovery are both decent options. Separate mobile 1 from your others so the missiles don't split up and hit your other mobiles.
Level 2-2: Shield Mobs then Small Fists then Steel Boss. Kill off damage dealing mobs first while avoiding boss attacks. Use attack items to kill mobs quicker. 1 heal item. You will recover 30% of hp after this round, so save your heal item for your lowest hp towards the end.
Level 2-3: Small fists then Recoil mobs. Spread your mobiles to avoid double hits yet move mobiles out of recoil trajectories. Try and kill the small fists off in groups first. Then focus one recoil at a time. Level 3 dungeon skill "Emergency Recovery" is an effective counter.
Level 2-4: Small fists then Laser Boss. Kill off damage dealing mobs first while avoiding boss attacks. Damage items may be helpful so fist mobs don't miss and make holes that will make you stuck. Move 1st mobile towards middle (or front edge) of platform, then move back and forth avoiding large laser. You will recover 30% of hp after this round, so save your heal item for your lowest hp towards the end.
Level 2-5: Stone fists then Healer then Shields. Destroy one or two of the stone fists before killing healer mob to reduce damage done to your team. Try and use damage items early to help with stone fists.Avoid getting double hit. Luck with clouds and well placed shots is helpful. Note: Complete this stage before moving to stage 2-3. This will allow 2-6 to be unlocked so later in the dungeon you can come back and use 2-6 to heal up your team.
Level 2-6: Save to complete to heal your mobiles later in the dungeon
Level 3-1: Save the small fists for last, with your primary damage focusing on the stone fists. Force mob should get one hit at a time. Finish with the stone fists. Try and hide your mobiles in holes as the small fists miss sometimes.
Level 3-2: Begin by taking out small fists without creating impassable holes in ground (use damage items). Mobile 1 should be moving far right, and mobile 2 should be moving far left. The first laser shot strikes mobile 1, so if you can create a path for him to run back and forth on, you will end up alright. Take note of side laser positions/holes to avoid. Keep mobile 2 left near the edge in case boss switches targets. If mobile 2 is below boss he could get hit by lightning cloud effects.
Level 3-3: This one can be tricky, and you need to make a couple clutch shots early on. Sometimes wind and tornadoes make it impossible, so don't be afraid to start over. The trick is to kill the stone fist and at least one healer early on. Take advantage of damage bonuses to achieve this. Also important to spread out enough so you don't get double hit. This is a level where you will receive a lot of damage.
Level 3-4: Begin by placing mobiles 1 and 2 as far towards the edges as possible. Goal is to put them right at the edge so the laser boss will miss every time. Use damage bonuses on the shield and take it out quickly. Take note of where the side lasers hit so you can avoid with mobile 3. If you use a lightning cloud be sure to avoid making a bad hole for yourself with the lightning strikes. This level you should finish with more health than you began.
Boss 4-2 Blank Bungee method. Blank slot 1, and bigfoot also in the team. Notice how first blank shot is S2 and crosshairs not lined up directly under boss. Electric bosses in zone 6 can be handled with this method as well.
Boss 4-4
Level 5-1: Mobile placement - Mobile 1 move far left, mobile 2 move far right. Important to keep track of wind and recoil targets to help avoid being hit. If wind changes during your turn, it will likely stay that direction for recoils turn. Kill healers first, with items if needed. Dodge recoil shots and if a mobile gets stuck try and kill that recoil first.
Level 5-2: Mobile placement. Place mobiles under respective force mobs. They will try and hit the mobile below them but if wind is favorable they will miss you. Mobile 1 place under laser so it faces the other way. This will prevent side laser from hitting mobile 3. Kill the force mobs as quickly as possible, especially the one over mobile 2, then target boss. If mobile 2 or 3 hp is too low, laser will focus it instead. Recommend to start over if this happens.
Level 5-3: 4 Recoils. Must continually dodge bullets. Try and remember where recoils are targeting so you can place your mobile on the opposite side. Begin with far left recoil, using items to kill quickly. Then focus on the recoil that poses the biggest threat, one at a time. If you get unlucky or hit too many times, you should restart the match.
Level 5-4: Kill laser boss 3 first. Mobile placement, mobile 1 on left side of hill. This spot is very important, because you will probably get hit with both lasers on the first turn, but if you place your mobile here, you probably won't get hit again until the bosses start using their SS. A hole may form under mobile 1 depending on where the laser bosses are, but when it does you want to be able to cross over it. Now you can alternate sides of each rock and not worry about getting hit by lasers. Mobile 2 goes on right side of rock, mobile 3 goes on left side to start. Try and let your mobiles get hit by the side lasers so they don't create little holes in the ground that you can't go past. Use high damage items to kill laser boss 3 as quick as possible. After that pick either laser boss 1 or 2 (usually 1) to kill. If mobile 1 gets stuck or destroyed, or if you're getting hit by too many big lasers, then start over.
Boss 6-2 Blank slot 1, bungee the first electric boss. Get SS ready for mobile slots 2 and 3. When second Electric boss spawns, smack him with all your SS's.
Boss 6-6 Blank slot 1, creep to the very edge of platform. You can creep about halfway down the rock. Dig electric boss into a hole and eventually he will SS himself. Spread out other mobiles and take care of the electric fists.