Alt. Arena (A4) With the upcoming release of Alt. Arena (A4) in NA seemingly inevitable and someone who has beat A4 multiple times in JP, I thought I will make a guide that will go through everything you need to know about the new dungeon. This guide will go through some of the major points of A4 and what the best teams are to tackle this new level of monstrosity that is now the hardest dungeon in PAD to date. This guide assumes that people who are reading this have already beat A3 numerous times. What is Alt. Arena? The word “Alt” in front of “Alt. Arena” stands for alternate. Just like all the alt. Dungeons located in the Technical Dungeons Tab. In order to unlock A4, you will need to have beat all levels of Ultimate Arena, which means you will need to beat A1, A2 and A3. What are some of the best leads that can tackle A4? There is no perfect lead that can consistently beat A4 due to how buffed all bosses are in A4. Assuming you are going to co-op A4, then the best lead to go with is Bhunter. Due to his unparalleled LS. He offers 1.5x to all stats when played in co-op and that is very important because of how strong every floor hits. Especially some preemptives. The King of Coop When attempting solo however, it is best to use combo/rainbow leads. Some notable ones are Yuna, Anubis, HSonia, and in the future, the upcoming Dark Ideal Uevo. All of these cards have amazing LS and can hit incredibly hard. However, they all lack the durability to tank the numerous hard hitting pre-emptives in A4. It’s best to pair these combo leads with Diablos as not only does he offer an 8.5x multiplier and 25% damage reduction, he comes with the the ample 7x6 board clause. A 7x6 board will allow these combo leads to hit even higher numbers which cannot be normally achieved through a 6x5 board unless skyfalls are involved. Some of the best combo/rainbow leads to tackle A4; best paired with Diablos Although, there is one exception to the 7x6 rule. In the near future, there will be a new collab called Dragon Forest. In this collab is a card known as Rii. What’s so special about Rii is that she is the only inheritable leader swap in the game. What does that mean? It means that for people who rolled Rii, you can go into A4 with a card that has a 7x6 clause such as Diablos and if you have Rii inherited onto another sub in your team, you can swap leaders between your leader and the sub who has Rii inherited. In other words, you can go into A4 with L/F Ilmina as lead with a Kenshin friend and Kenshin as sub (with Rii inherited). When Kenshin’s assist (Rii’s leader swap) is up, you can swap Ilmina with Kenshin. This play alleviates the one weakness all cards with a 7x6 clause have: low multiplier. Here is a video of Reco clearing A4 with the play I just mentioned: https://www.youtube.com/watch?v=dqZir4L6_i0 It is also worth mentioning HSonia is a fantastic candidate for this play because HSonia is the only card in the game to have the new awakening called Self Haste. This awakening allows the card with this awakening to gain +1 to their skill whenever your team attacks with all colors. This allows HSonia to quickly charge up her active and quickly gain access to Rii’s leader swap. There are other notable combinations such as: - x - x - x - x - x This is of course, assuming that you own the following: Rii for the inheritable leader swap, a card that has a 7x6 board clause that pairs well with your desired leader, and the same leader as your friend’s. The highly anticipated card that is known as Rii. Of course, having the one of the best leads that can tackle A4 does not mean you can already beat it consistently. Subs play a huge role in increasing anyone’s survival rate in A4. There is a lot to take into consideration when it comes to sub pools and with that being said, what are some of the best staple subs that can be used universally in all combo/rainbow leads? What are some of the required awakenings/latents for A4? In order to beat A4, some of the following awakenings are required: - : this is a no brainer, almost half of the dungeon consists of bosses with resolves so bringing at least one sub with the FUA awakening is a must. - : the 7c awakening will immensely help you deal with all 21 floors as the HP of all bosses in A4 are on steroids. Ranging from the high ninjas with their 4 million HP to Kali with her impressive 200 million HP. - : there are a few floors with notably high defense you probably won’t be able to break through with just sheer power alone. Having one or two subs with the Guard Break awakening will help dealing the floors with high defense far easier than it is without one. If worse comes to worse, an active or two may be used to compensate for the lack of Guard Break but may severely hinder you as you progress farther into A4. - & : these awakenings shouldn’t come as a surprise. A4 will feature a lot of bosses that will constantly bind your team including the leader. So running a leader who is bind immune will make running A4 easier as you will not have to worry about your leader being bound. - , , ,& : killer awakenings will make killing each floor much more consistently. All 21 floors of A4 will have their HP buffed to crazy numbers so it is in your best interest to run as many killer latents as possible. These killer awakenings will be the most useful ones when running A4. This, of course, applies to killer latents as well. Some notable subs with numerous latent killers includes Aten and Balboa. - : A4 will feature a lot of spawns with buffed skill delays. In other words, they will delay your skills far more than they usually do. So it is best to farm for SDR latents whenever possible. What is the best Awoken Badge to use for A4? The best Awoken Badge would have to be the “Team HP + 15%” followed by “Move Time 2+ Seconds” because an extra 15% HP can mean the difference between continuing your run or dying to a dumb pre-emptive because you lack the sufficient HP to tank some moves. The “Move Time 2+ Seconds” is certainly useful but does not offer any form of survival. If your team lacks time extends, then this Awoken Badge can be taken as an alternative given that you have the necessary HP to tank the numerous pre-emptive A4 has to offer. Otherwise the “Team HP + 15%” will always be the best Awoken Badge to pick for A4. What are some of the best staple subs for A4? This question will only be answer some of the best staple subs that can be in almost every teams. - : Not only does Odindra have fantastic awakenings, but his active skill is one of, if not the best, active skill in the game. For anyone that does not know what is Odindra’s active skill, his active skill does the following: “recover 50% of max HP. Full bind recovery. Awoken Bind recovery 9999 turns. Reduces cooldown of other skills by 1 turn”. Not only does he provide a heal, but he also clears all of your team’s bind status and awakening binds and to top it all off, he even reduces your other skills by one turn which is significant as this haste could mean the difference between living and dying. If you haven’t already obtained Odindra, it is in your best interest to start collecting his evolution materials in preparation of A4 as there is no other sub that can do what Odindra can do. - : Yuna’s fantastic awakenings makes her one of if not the best staple subs across rainbow and combo teams. Her 4 Time Extend awakenings are welcomed in almost every team, especially combo leads when your team is lacking Time Extend awakenings. Her double Skill Bind Resist also relieves you of running 5 subs with 1 Skill Bind Resist. Not only that, she comes equipped with double 7c awakenings meaning Yuna will hit like a truck upon reaching 7 combos or more. Her active, which is a 50% shield for two turns AND a haste for your other skills, will come in handy in many situations to come. If have Yuna, it is imperative you add her to your team when attempting A4 as she will make your life very easy. - : Although it may seem like Aten is an odd choice of being one of the best staple subs across rainbow and combo leads, it is his awakenings what makes him very valuable. Aten comes equipped with all 8 types of awakenings excluding Enhance, Redeemable, Evo Material, and Awoken Material killer awakenings. However, there are very little floors that require the missing killer awakenings so it is best not to invest those awakenings into Aten. Aten makes killing all floors of A4 much more consistent as he will automatically deal 9x damage to a boss with two typings and 27x to a boss with three typings. His active is also nice: a Dkali board along with jammers but he can also override any time loss inflicted by a boss. All in all, Aten’s numerous killers will make killing floors in A4 far easier. However, if you lack Aten or do not want to add him to your team, this can be fixed by feeding your leader and subs with numerous latent killers. - , ,& : Amatsu, at the moment, is the best FUA sub right now for many reasons. Not only does he have a FUA awakening, but he is also unbindable, has the bind clear awakening, AND his active removes lock orbs and produces water and heart orbs. These awakenings and active alone allow Amatsu to fulfill multiple roles. He also has over 10k HP when hypermaxed which is very welcoming to many teams that need high HP. Although, Cotton and Skuld can replace Amatsu if you do not own him, however, Cotton is better than Skuld because Cotton is unbindable whereas Skuld is. This mere difference can make a huge difference when running A4. Cotton also has a much lower CD than Skuld’s, meaning you can inherit a long active skill such as Fujin onto her. Skuld, in her own right, makes beating some floors with Light and Dark absorb much easier as her active does not produce any light or dark orbs. In the end, these 3 cards are the best subs for FUA option. However, if you do not own any of these cards, then your next best option is Verdandi, Urd, or Rushana. - : Indra is by far one of the best options when you are looking for a shield. Not only does he offer two turns of 75% damage reduction, but he also charges your team’s skills by one turn. One of the best assists/inheritance for Indra is Holy Thunderdragon Indra is mainly for one reason: Holy Thunderdragon Indra has higher slightly higher weighted stats than Heaven-Shaking Thunderdragon Indra. Although many people may think this small difference in weighted stats means nothing, it makes a huge difference when tackling A4. This is because every little stats including assists and latents will allow you to tank hits when you normally can’t. Not only that, a three turn 75% damage reduction is very invaluable. Furthermore, Reincarnated Indra offers a selection of good awakenings that is often desired in many teams, such as his three Time Extend awakenings. His double Skill Bind Resist also alleviates many team’s worry of being skill bound when one or two of their subs/leads are still bound. Finally, there will be people arguing that Awoken/Reincarnated Indra is the better assist for Reincarnated Indra. This is true when talking about in terms of weighted stats and active cooldown. However, there are some people who value the longer cooldown but three turn 75% damage reduction. It really comes down to personal preferences: would you rather have three turns of 75% damage reduction but lower weighted stats or trade that for much higher weighted stats but in return, get two turns of 75% damage reduction and a haste for your team. - & : Both Reincarnated Orochi and Zeta Hydra will be invaluable cards when attempting A4 because their delay will save you in many occasions. However, Orochi is preferred over Hydra because he has much shorter cooldown and offers great weighted stats. Although, Hydra will be a great alternative if you do not have Orochi. However, both Orochi and Hydra lack one weakness: they are both bindable. Despite the fact that Reincarnated Orochi offers fantastic HP stat and awakenings, it is best to use him as an assist/inheritance to take advantage of his amazing weighted stats through the new assist system. The same thing can be said about Hydra, even though his stats are inferior to Orochi in every way, his 5 turn delay will still be invaluable if you lack any forms of Orochi. However, people will be using Orochi more over Hydra due to his much more favourable short cooldown. - , , ,& : Although there are only 3 bosses with the damage absorb mechanic in A4, all forms of damage absorb null is still invaluable as they effectively allow you to skip the floor that has a boss with the damage absorb mechanic. These subs are, of course, is not required to beat A4 as there is a possibility of getting a run that features no bosses with the damage absorb mechanic. However, it is best to take at least one or two with you just in case should you ever run into one. Refer to the chapter below to see which 3 floors have the damage absorb mechanic. - : Ideal is an upcoming card that will soon make her debut in NA. With her amazing awakenings and weighted stats, she too can cover many roles because these attributes. Her unbindability allows her to fulfill the role of being a pseudo-bind clear and her triple 7c awakenings allows her to easily kill many of the bosses in A4. Not only that, her active has amazing synergy for rainbow and combo teams. Her active delays enemy’s timer by 2 turns and a Dkali board change. Her base recovery stats are makes any teams recovering an easier task. Such perfection, does not come with no flaws however. Her one main yet big drawback is that her awakenings does not come in any forms of Time Extend awakenings. The lack of Time Extend awakenings can hinder one’s ability to stall on some stall-able floors. Notable Spawns: do note that all spawns that appear in A4 are Alt. bosses excluding the killer latents and this guide will be covering notable floors and the differences between their regular and alt. versions. Not only that, they all have vastly improved HP and damage. It is best to have AT LEAST 40,000 HP before attempting this dungeon as a mere 25% shield from a LS will allow you to barely tank some damage that hits around 50,000. - - - F3: , , , ,& : Despite the fact that you are only on F3, A4 is already throwing you hard spawns, starting with the Alt. Reincarnated Knights series: - Alt. Homura’s only difference is that instead of a status shield, he now sets up a 5 million null shield. This means that any damage that his over 5 million will be negated. - Alt. Fenrir’s biggest difference is that he reduces your time movement by 3 seconds for 5 turns. This will certainly make stalling harder but it can easily be overridden by an active skill that gives you bonus movement time. - Alt. Zeal did not receive much changes but a huge buff to his pre-emptive. It now hits for 49,164 damage. This is a great place to stall for skills as most players will be stalling his 10 turn damage null. - Alt. Verche main difference is that his pre-emptive increases the chance of light skyfalls appearing along with heart skyfalls. - Alt. Voice’s biggest change is to his pre-emptive. He now hits for 47,495 damage and changes your second last column to dark orbs. F5: Your everyday Killer Latent. Also includes All-Stats Latent. They all still feature their 3 turn skill delay and attack for 45,000 every turn instead of the usual 30000 in A3. F6: , ,& : F6 now features Alt. Folklore, Alt. Starling, and Nobunaga as bosses. However, they all have different skill sets from their predecessors: - Alt. Folklore now puts up a status shield and binds your awakenings by 6 turns instead of the usual 3. - Alt. Starling now puts up a status shield instead and an increase from 400,000 to 4,000,000 damage absorb shield. - Alt. Nobunaga now puts up a status shield and has the same pre-emptive damage but hits harder this time. However, instead of regular poison orbs, he spawns mortal poison orbs. - F7: , ,& : This floor may seem like an strangle notable floor but all three spawns share the following trait: 50% resolve and has a 3 skill set below 50% the first turn after the pre-emptive. - Alt. Tsubaki Dragon attacks for 50,269 for a pre-emptive and delays your skills by 0-2 turns. Her first move will to always set up status shield and reduce incoming damage by 50%. However, if you manage to bring her below 50% HP, then she will attack for 50,269 on the same turn. - Alt. Sumire Dragon’s pre-emptive is to always convert 3 orb types into jammer orbs and set up a status shield. A fun fact about this floor is that she will always convert jammers into poison, dealing 44,050 damage. However, if you do get rid of all jammer orbs and bring her below 50%, you will most certainly die as she attacks twice unless you set up a shield. She deals a total of 59,782 damage below 50%. - Alt. Kaede Dragon’s pre-emptive will lock heal and and wood orbs and delay your skills by 0-2 turns. Her first move will to always convert your entire board to jammer orbs and set up a status shield. However, if you brought her below 50%, she will add a 75% shield ontop of all that.wood orbs and delay your skills by 0-2 turns. Ideally, one wants to match resolve killer and one shot this dragon. Many teams do not have the HP capability to tank her hit when she is under 50% HP. - F8: , , , ,& : Although this may seem like an odd choice to add as a notable floor in A4, this floor is not to be taken lightly. RNG may screw you over because of how sub attribute attack. This floor spawns 3 of the monks that absorbs their corresponding attribute for 4-6 turns. Not only that, but if this floor somehow spawns 2 of the same color, you will die because one monk will lock their corresponding orb. The other monk will try to lock with corresponding orb but since it’s already locked. They will hit you for almost as hard as 50,000. It is best to delay this floor if you wish to pass this floor alive. - F10: , , , , ,& : F10 now features the evolved ogres as enemies. This floor is notable because it spawns two of the ogres and both ogres hit around 30,000. However, only the water/green ogre, the afro one, does not damage you, instead, it creates a 3x3 cloud for 3 turns on your board. Their counter varies 3-4 AND they all have 50% resolves. - F12: , , ,& : F12 in A4 is the well known Egyptian floor. - Sopdet, everyone’s bane of existence, now becomes more infuriating with her Alt. version. She still absorbs 200,000 damage or more. The only difference is that Alt. Sopdet now only gives you 3 turns instead of the regular 4. - Alt. Sphinx now absorbs 7 combos instead of 4. - Alt. Medjedra still has the same pre-emptive but now locks 8 random orbs. - Alt. Thoth did not receive much of a change. Instead, he now has an 80% resolve. - F13: , , , ,& : F13 now features a completely new set of spawns featuring Alt. Goemon, Alt. Noah, Alt. Gaia, Alt. LIza, Alt. DIza. - Alt. Goemon has the same pre-emptive but his pre-emptive damage skyrockets to 145,185. A 75% shield is a must in order to tank this monstrous damage of a pre-emptive. Other than that, not much has changed about him. You can stall indefinitely here given you are able to one-shot him every time. - Alt. Noah now has a 71% resolve, otherwise not much has changed about her. She has at base 116 million HP though and with that 75% shield she sets up as a pre-emptive, she effectively has 203 million HP. She can, however, be delayed. - Alt. Gaia now resists dark and light damage by 50%. A delay is a must for this floor if you want to survive its 500% gravity and the Guard Break awakening or a guard break active skill will be required if your team lacks the multiplier to hit 30 million or higher. - Alt. LIza did not receive much differences say a resist that reduces incoming water damage by 50%. - Alt. DIza did not receive much differences say a resist that reduces incoming fire damage by 50%. - F14: , ,& : F14 now spawns the three radar dragons and best of all, they drop. However, their drop rate is not guaranteed. - Alt. Drahklist now reduces incoming wood and fire damage by 50% but still retains the 50% resolve. - Alt. Whaledor still delays your skills by 5 turns but now sets up a 6 combo shield instead of 5. - Alt. Raguel still tries to skill bind you as his first pre-emptive but now binds your awakenings by 6 turns instead of 3. - F15: , , ,& : F15 features the infamous spawns from A1-A3, all with new tricks up their sleeves, especially Alt. Awoken Lakshmi: - Alt. Awoken Kagutsuchi has the same moveset and pre-emptive but skill delays your skills on a much more larger scale. Ranging from 0-7 turns of delay. - Alt. Awoken Shiva also has the same moveset but a somewhat different pre-emptive: he now delays your skills ranging from 2-5 turns and sets up a 5 combo shield instead of 4. - Alt. Awoken Lakshmi received the biggest change out of the 4 here. Although you still play her jammer game, there is a myriad of differences from her original incarnation. On one instance, she blinds your board with the annoying kind of blind and spawns 16 jammer orbs and on another instance, she reduces your time movement by 2 seconds, spawns 4 jammer orbs AND chooses a random starting point for you. - Alt. Awoken Parvati received almost to no changes. If anything, she only hits harder than her A1-A3 counterparts. - : F16 spawns the three invades found in CTA F16: , ,& and UDR. They all have a chance of dropping. - Alt. Camael still awaken binds for 4 turns. The main difference between his original and Alt. counterpart is that Camael now resists fire damage by 50%. Two sets of skills it will use: 4 random locked bombs or picks 1 random orb on board and rotate its attribute every 0.5 seconds dealing 37,200-55,800 damage. After 4 turns of above skillset, it will change first row and fifth row into hearts/poison, and third row into critical poison orbs. One shots at <10% hp. - Alt. Ibaraki-Doji now resists water damage by 50% when his original counterpart didn’t. This floor features another dangerous pre-emptive at a whopping 53000. If your team lacks the HP to tank this floor, it is worth using a shield if do not wish to die. For the first five turns, he will set up a status shield for five turns. After that, he will put up a null shield, voiding damage 10 million damage or more. A delay here would help when his status shield is gone because under a certain threshold, he will enter rage mode then nuke you after, which cannot be tanked even with a shield that reduces incoming damage by 75%. - Alt. Hashihime used to only resist dark damage by 50% but now also resists light damage by 50%. Also worth mentioning she has five million defense points. For the first five turns, she will absorb light and dark damage, after that, she will also set up a 75% shield and reduce your recovery by halve for seven turns. After those seven turns are up, she will awaken bind your team for one turn then proceed to nuke you. - F17: , , , ,& : F17 features the hated number dragon series as the new bosses, effectively replacing the original number dragon bosses: - Alt. Lifive’s pre-emptive skyrockets from a low 28,000 to 77,700. A shield will be needed to tank his pre-emptive this time. One notable difference Alt. Lifive has that his regular counterpart doesn’t have is that he now resists fire and damage by 50%. - Alt. Ilsix received minor changes from his counterpart. He still has that low 30% resolve but now resists water damage by 50%. You can also indefinitely stall here with high enough recovery. - Alt. Sevenzard’s only difference from his counterpart is that he hits much harder and now resists 50% wood damage. - Instead of the regular fish we are all used to going against, A4 features Deightross as the boss for the regular fish. Alt. Deightross has an 80% resolve and a whopping 8,888,888 million defense points. He also resists light damage by 50%. He his, however, delay-able. A guard break may be required here if you lack the multiplier to consistently hit 8,888,888 damage or more. - Alt. Ninegaruda features the same old pre-emptive, 50% resolve but now resists dark damage resist. It is also worth noting that it is impossible to tank his first hit as his first attack will be 443,340, even if you have a 75% shield. It is best to carry a sub or assist/inheritance that removes the lock status of off orbs so you can one-shot this floor. - F18: , , , ,& : F18 features the Hera series. This floor will either be very easy or very difficult, depending what spawn you get: - Alt. DQ Hera’s pre-emptive, like Alt. Goemon’s, skyrockets to 136,440 damage. A 75% shield will be required as you enter this floor as it will be impossible to tank this floor unless you run a lead who offers a HP multiplier. Not only does she hit 136,440 for damage, but will also bind one random sub OR leader for three turns. She also now has an 90% resolve while retaining the skill that binds all god-type cards for five turns under 50% HP. One shotting her to 1% will only result in a 99% gravity. - Alt. Hera-Ur did not receive much change besides a 90% resolve and a seven combo shield below 50% HP. - Alt. Hera-Is also received little to no change but a 90% resolve and a big change to her 100% gravity. Instead it being 100%, it is increased to 500%. - - Alt. Hera-Beorc was one of the most hated spawns back when the Hera Nyx campaign was in effect because of her dungeon clause: fixed movement time of four seconds. Without this clause, she is a lot more tolerable than last time. Her Alt. version now has a 90% resolve but not only that, she features a six million damage null AND absorbs light damage for 10 turns. One thing to note is that she will also kill you if you leave even just one jammer on the board. Alt. Hera-Sowilo still binds your awakenings for 7 turns but now has a 90% resolve. For her first move however, she will ALWAYS attack for 42,440 and bind one random sub for 10 turns. So even if you brought her below 20% HP, which is normally her nuke zone, she will still use her 42,440 attack and bind one random sub for 10 turns. Also worth mentioning that she sets ups an 8 combo shield for 9 turns below 50%. - : F19 features the two lovely Metatrons that can be found F19: & in 3P arena. Their Alt. forms share a similar HP and defense worth 20 million points, they hit much harder than their 3P counterpart given that you knock her below 71% HP before she attacks, ranging from 40k-70k. Otherwise, you get one shot as usual. This floor is delayable like 3P, so take your time and setup board if you do delay. A burst is usually required for this floor, but there is always the option of light fenrir with 2x god killer awakenings and 3 god killers latents. However, for teams that lack light Fenrir, the most obvious choice of burst here would have to be one of the famous jewel princess. Finally, do keep in mind that dark metatron also locks board. They received little to almost no changes compared to their original incarnations. - Light Metatron received a 50% damage resist against dark attribute cards - Dark Metatron received a 50% damage resist against light attribute cards - : F20, the final boss of the two kalis. They are the most F20: & tanky floor of the entire Alt.Arena rocking 200 million HP and a 75% damage reduction shield for two turns. More importantly, you are required to hit at least 65% percent of her health this time to survive her nuke. From a statistical standpoint, you will need to hit at least 450,000,000 damage. However, something worth mentioning is that HP leads like coop BH with a 75% shield can tank her nuke. Most of the time, a burst with enough killers will be able to do enough damage to knock her below her kill threshold. Generally, DKali will always be the easier encounter due to her dragon and god type, while LKali is healer and god type. One new skill the Kalis received is as followed: - Once they use two skillsets out of the four like in arena, they will set up a 10 million null shield, effectively ignoring damage that hits 10 million or higher. This only activates given you dealt enough damage that knocks her below - 65%. Ideally, kill within 3 turns, or else without high recovery, you won’t be able to survive consecutive hits from her. Also worth mentioning… - Floors 13, 14, 16, 17, and 18 can drop the boss spawn EVOLVED. And by evolved, they are fully evolved with the exception of F16. In conclusion… With the soon-to-release of A4, there will certainly be many people trying attempt it, only fail due to the sheer amount of mechanics and high HP the dungeon offers. Hopefully this guide will clear some misconceptions about what team is best to use to beat A4. After all, this is an incredibly difficult dungeon to solo, so do not be upset after countless failures. Because many clearing runs relies on non-consecutive heavy hitting preemptive spawns like Lifive into DQ-Hera; perseverance, clean combo skills, and even luck plays a huge factoring determining whether you can clear this monstrous dungeon or not. Even the most REM heavy team can not clear A4 consistently, what really matters the most in the end is how good the player’s skill is up to the point when they first attempt A4. However, I will share a few important tips to help you on your journey to solo or coop Alt.Arena: 1. Firstly, one must be able to plan several floors ahead and plan out the amount of actives used and what actives will be ready in various circumstances. 2. Next, stall as much as possible. Floors like Islix and Goemon can be stalled indefinitely given you have heart orbs every board for Ilsix, which is very likely if you are running 7x6. You will have a much higher chance of clearing with more skills up because it can potentially make for human errors such as combo failures. 3. Last but not least, if possible, attempt this in coop as solo-ing A4 will be incredibly difficult if you lack the high tier subs Moreover, play to have fun, not for one’s suffering. In essence, PAD is a video game where we play to have fun, not to get frustrated because of dungeons people cannot clear like A4. This arena is a purely a challenge for endgame players, even then with a low clear rate. If you ever watched Reco’s stream, he failed so many times that he simply quit to play something else. I highly encourage everyone to take breaks in between failure runs. Overall, thank you for taking your time and read this guide, and would love to see everyone to be successful when it makes it official debut in NA. Until then, Happy Puzzling!