Elder Drake (Floor 15) Guide
In Depth ED 10-15 Guide (Ez mode)
Drake 15 is a lot easier after the nerf, and on the bright side you'll find the team comp very similar to your first ED10 team. This build will work on all ED floors 10-15 EXCEPT 14. This team has no chance against 14 unfortunately.
There are a few sub ins and outs that are workable with this team, however I've put the 'easiest to obtain' champions in the initial line up, as by the time you're ready for Floor 15 you will undoubtedly have them all. I'll detail sub ins and upgrades to the team further down in the guide.
And lastly as the guide name suggests drake 15 is rather easy and auto farmable with this particular team (time of about 3:20 - 3:45) for a decently geared team.
So the initial line up is straight forward and if you're looking at beating 15 then I'll assume you'll know everyone's role in the team as well as how to gear and stat them, if however, you're using this as an ED10 guide, ill detail in this section what everyone's role and job is.
Nature Valkyrie (Rota) Rota is one of the champions in the line up that we don't sub out as everything she brings to ED15 is needed. Gear her Adept / Precise / Keen depending on sub stats. Definitely need her at 70ish % Accuracy minimum as if her Lower Atk isn't connecting then the team is in trouble, and if the Drake isn't constantly under the effect of Lower Def then it will live too long and the chances of failing are higher. She also gets rid of ED15's Raise Atk when her Lower Atk connects. Another reason that high Accuracy is a must. After that you want to gear her with Crit DMG, Crit, ATK%, HP% and DEF% being the stats you want. With this exact line up she'll be the top damage when 6 starred, but not *too* far in front of a 5 Star Nature Fairy (Wink) . Use Rota's leadership trait.
Nature Grublin Shaman (Mojo) Mojo is straight forward, there's not much to this champ, but without him the team would be in trouble. Bring him for Raise Atk / Raise Def Give him Adept / Precise and focus on giving him HP% and DEF%, hitting high in the Accuracy is good too as he provides Lower Atk Spd and Disorient which are good things to have but not absolutely necessary. His Wild Boon also gets rid of Lower Def that will periodically be cast on the team throughout the fight, this is good because the Water MG can't always cleanse the entire team. Actually she rarely can.
Water Magical Girl (Youko) No surprise that Youko is in the team. Gives off big heals, has damage reduction through her ultimate, cleanses debuffs and can provide Lower Def too. There's not too much to say in this section other than bring her. If you're finding your team isn't quite geared enough to auto farm, then you may find that manually controlling Youko and timing her ultimate for just before a Roar (Or fire ball if you're unlucky enough to be Lower Def or the boss has Raise Atk )
Light Archangel (Vael'or) The Light AA adds a some safety to the team, gear him Adept / Precise focusing on HP% then DEF% and lastly ACC. Can definitely sub him out for a more aggressive choice if you find that your team is tough enough to not require his shielding, as that's all we really have him here for. He also does a good job of topping up your other champions when their health is not very low and you dont want to put Water Magical Girl (Youko) 's heal on cooldown. Having Accuracy sub stats is nice, but not required for this particular iteration of his job. He has Lower Atk , but you don't want to forego HP%/DEF% chasing accuracy. Will detail substitutes further down.
Nature Fairy (Wink) Wink will be the other half of your damage on this floor should you decide to not sub her out for another DPS choice. Gear her Mortal / Keen with a focus on ATK SPD, CRIT DMG, CRIT%, ATK% and some HP/DEF never goes astray either. She has a good kit for taking out the initial waves prior to the boss (which can take forever without burst damage like Nature Valkyrie (Rota) / Nature Fairy (Wink) ). She synergises very well with Rota and Mojo. Gear her up, drop her in, and she'll do the rest, not much to detail here.
Just a small section here. Id' say this team has about a 90% success rate if done right. I've found that the ONLY time this team fails to beat ED15 is just after the dragon has finished it's second phase (flying, fire breathing etc) and lands back on the platform. There's a couple of seconds, just after it lands that stuff can go bad. If Nature Valkyrie (Rota) ' has her Lower Atk on cooldown, or it misses and the Drake decides to cast Raise Atk and Roar, then you're pretty well out of luck for that particular run. Same goes if you're under the effect of Lower Def and Nature Grublin Shaman (Mojo) or Water Magical Girl (Youko) have decided they don't want to do anything about it. You can negate this by controlling just after the last Flame Breath and making sure her second skill is good to go for when the drake lands. You can also do the same with Water MG and cleansing, if you can be bothered.
What happened to Ongoing Damage champions you ask? Well OGD was nerfed, rendering champions like Dark Snake Lady (Chanxia) / Water Time Keeper (Manas) / Nature Siege Tower (Caroline) and other versions of these champs somewhat useless, at least in this particular setting. There was a time when you could fill your team with siege towers and watch and laugh as all the drakes died pre flight. Those times are over for the moment so we put these champions on the bench. (However Nature Ink Ninja (Suzuri) is still epic in this fight)
and are the only champions that I'd say will never change in this line up with probably being in the same boat but also being arguable if you have God Tier gear. So all that aside here are some sub ins for the team.
Nature Ink Ninja (Suzuri) So I personally use Suzuri for my ED15 team over . While yes, Ongoing Damage has been nerfed his particular brand of it still does rather well as he is paired with Mojo and already has a very high base ATK stat. I build him Adept / Precise with ATK%/CRIT DMG/ATK%. At the end of a fight if he's the only thing I replace he'll usually have dealt about 1.6M damage and sits at around the 900,000 - 1.1M damage depending on the RNG of the fight. He provides Lower Def / Mark / Mortal Wounds (though obviously Mortal Wounds isn't needed in this fight. He also works fantastic for OH.
Nature Fairy (Wink) If you decide to sub out for something like - AND your team is tough enough, then you can sub Light Archangel (Vael'or) out for Nature Fairy (Wink) to amp up the damage and bring that timer down even further!]
Nature Archangel (Toreleon) You can replace Light Archangel (Vael'or) with this guy if you have him on hand. Overall is pretty bad, and the worst Archangel as he doesn't bring much to the table. However if you lucked out early game and got one, and maybe he was your first 6 star. Then he'll actually perform better than in this particular instance with this particular setup, (assuming you arent relying on Light AA's Lower Atk ). As a side note you can replace the Light AA with pretty much any one of his counterparts, / /
/ / / / - All the GDs can work in place of the Light AA if you wish to bring them and don't have him. They don't provide the protection that the AAs do they do however bring a strip for his ATK buff and a 20% CDR for the entire team instead of just the nature champions like Rota. Not completely optimal but they do work.
Basically as long as Rota and Mojo don't change, (I suppose you could sub out mojo for , the rest of the team is somewhat flexible as long as you fill their roles with other champions that do the same thing but better, or at least just as good.
Yes, with one minor change this team destroys SW13 also. All you need to do is swap out Light Archangel (Vael'or) for something that strips buffs. I personally use Fire Greater Demon (Var'ghor) for the CDR leadership trait, but you could just as easily use Dark Time Keeper (Sharma) or Water Crow Hag (Wrona) or any other champ that strips debuffs. The team has about a 95% success rate with kill timers being from about 1:30 to 1:40 on auto.