Top Meta NA Leaders – 1/6/2023 – Puzzle and Dragon
Top Meta NA Leaders - 1/6/2023 - Puzzle and Dragon

This meta teams guide contains the current top meta leaders available in NA as of 1/6/2023. The guide was developed from aggregating the current top meta leaders from all major JP ranking sites, then filtering out whatever is not available on NA.

It’s important to understand that Meta leaders are not a “must have”. Virtually any leader can clear just about everything but the most current content as long as your subs and assists are selected to cover the content you’re tackling in mind. However, due to the nature of power creep, newer leaders tend to have higher damage / defensive multipliers and more utility in their actives which is why lists like these can help you find a potential upgrade to your current team.

Top Tier

Great Witch of the Deep Forest, Hello Kitty Watercolor Illusionary Artist, Atelie Ultraman Leo [Leo Kick] Digital Illusionary Artist, Prim
Great Witch of the Enchanting Seas, Hello KittyStealth Fighter, Blackbird Holy Crimson Dual-Sword Princess, Elfreide Ink-wash Illusionary Artist, Kaishu

High Tier

White Speedster, Daytona Great Witch of the Origin, Raffine Jade Submarine, Nautlius Holy Night Magical Machinist, Menoa
Bridal Symphony Draconic Songstress on Trumpet, Phenom

Top Leader Evaluation

Unless otherwise stated, Leader evaluation assumes a duplicate as Co-Lead

LeaderDescription









Great Witch of the Deep Forest, Hello Kitty
Strengths:
– Massive 93.8% Damage Reduction, +6 Combos and +2 Dmg FUA with just a 5 color combo.
– Monstrous 676x damage multiplier.
– Recovering 15x of your RCV as HP when matching orbs almost ensures you’ll always have healing.
– Wide variety of sub options. With just one more full board changer (another Kitty or a Mega Awoken Dusk Shadow God, Ra Dragon), you can loop the actives and have a full 5 color board every turn that also unlocks and pierces VDP.
– Having a board unlock+changer loop means you can potentially get away without having full Jammer or Poison immunity and go with more stats / damage on the Awakenings.

Weaknesses:
– Very low HP. Failing to match a 5 color combo for the damage reduction is almost guaranteed death. You cannot make any mistakes.








Watercolor Illusioary Artist, Atelie
Strengths:
– Massive 93.8% Damage Reduction and +4 Combos with 5 colors + Heal.
– Damage ceiling = your skill level. Matching 6 or more 4 linked orb combos will essentially guarantee hitting the damage cap. Can potentially take on Supergravity stages.
– The Damage Reduction can be achieved even if you don’t match 4 linked orbs, giving you the possibility to stall even if you do a simple 5C+H.

Weaknesses:
– Very low HP. Failing to match a 5C+H is almost guaranteed death. You cannot make any mistakes.
– Requires a 7×6 board (leader switching) to have any sort of chance. If an encounter removes your 7×6 board, you’ll be in big trouble.
– Having to match multiple 4 links can be time consuming so you may struggle on dungeons that have a time limit.







Ultraman Leo [Leo Kick]
Strengths:
– Massive 93.8% Damage Reduction + a 10 Million Dmg FUA with 10+ linked orbs.
– Farming 3x Shiva Dragons to add to the team will give you an Active Loop providing 10+ Orbs every turn, making it one of the few Leaders that you can farm a powerful team if you have the patience.

Weaknesses:
– No built in + combos, so you will need to rely on Combo Orbs, lucky skyfalls or + Combo actives to get past bosses with Combo Absorbs.
– Requiring 10+ linked orbs for the leader to work means you have limited sub options. Without some sort of Active Loop, the team will struggle to meet the leader requirements.










Digital Illusionary Artist, Prim
Strengths:
– Massive 93.8% Damage Reduction + a +2 Dmg FUA with 10+ Combos.
– Damage ceiling = your skill level. Matching 5 or more 5 linked Fr, Wt or Heal orb combos will essentially guarantee hitting the damage cap. Can potentially take on Supergravity stages.
– Damage reduction is not linked to the 5 linked orbs requirement, stalling is possible if you are unable to consistently make enough 5 orb links but can make enough 3 orb links to hit the 10 Combo (too many blind sky falls or roulettes).

Weaknesses:
– Very low HP. Failing to hit 10 Combo is almost guaranteed death. You cannot make any mistakes.
– Requires a 7×6 board (leader switching) to have any sort of chance. If an encounter removes your 7×6 board, you’ll be in big trouble.
– Having the damage reduction requiring the 10 Combos may be a detriment in certain situations unless you build a consistent team.
– Will become much more difficult to use when dungeons that contain Combo Reduction mechanic become more prevalent.








Great Witch of the Enchanting Seas, Hello Kitty
Strengths:
– Massive 93.8% Damage Reduction + a +6 Million Dmg FUA with 10+ linked Water Orbs.
– Monstrous 729x damage multiplier.
– Great durability thanks to the Auto-Recovery+ awakenings.
– Strong Active that nearly guarantees you will never have to deal with Awoken Bind or Unmatchable Orb Status.

Weaknesses:
– Very low HP. Failing to match 10+ linked Water Orbs Combo is almost guaranteed death. Having a looping system is a necessity.
– No built in + combos, so you will need to rely on Combo Orbs, lucky skyfalls or + Combo actives to get past bosses with Combo Absorbs.









Stealth Fighter, Blackbird
Strengths:
– Extremely easy Leader requirements, only needing 2 Dark Orb combos to get 93% Damage Reduction, +6 Combos and a +5 Million Damage FUA.
– Matching a 3×3 of Dark Orbs + a 3 Dark Orb combos will give a massive spike of damage.
– Having it’s own Full Blind Resistance gives you more options for your Subs and Assists.

Weaknesses:
– It may be difficult to have the 12 Dark Orbs needed to do a Dark VDP +1 Dark Combo without careful Active use or Orb management (conserving Dark Orbs).
– Susceptible to extremely high bursts of damage or gravities. Some dungeons may require you to bring a damage mitigation or HP increasing skill.










Holy Crimson Dual-Sword Princess, Elfreide
Strengths:
– Potentially free to everyone playing when Gungho gave away the PAD Appreciation Medal 2022 (or two of them if you had a PAD Pass).
– Damage ceiling = your skill level. Matching 3 or more 6 linked Fire or Light Orb combos will essentially guarantee hitting the damage cap. Can potentially take on Supergravity stages.
– Massive 92% Damage Reduction with 8+ Combos.
– Damage Reduction separate from Damage Multiplier, giving you the ability to stall with 8+ combos until you can set up a damaging board.
– With certain units, looping is possible to guarantee an optimal board every turn.

Weaknesses:
– Susceptible to extremely high bursts of damage or gravities. Some dungeons may require you to bring a damage mitigation or HP increasing skill.
– Extremely high skill requirement if you do not utilize a looping team. Clever use of Roulettes and active management is necessary.











Ink-wash Illusionary Artist, Kaishu
Strengths:
– Massive 93.8% Damage Reduction with a 12+ Combo.
– Damage ceiling = your skill level. Matching 6 or more 4 linked Light, Dark and Heal Orb combos will essentially guarantee hitting the damage cap. Can potentially take on Supergravity stages.
– Getting a +1 Combo on each 4 linked Lt, Dk or Hl orb combo means you only need 6 hard combos minimum of those colors to hit the 12+ Combo requirement for the Damage Reduction.
– Active skill is quick charging and deals with Damage Voids and Locks.

Weaknesses:
– Requires a 7×6 board (leader switching) to have any sort of chance. If an encounter removes your 7×6 board, you’ll be in big trouble.
– You may struggle to hit the +12 Combos if your actives are not managed correctly or your board doesn’t have enough Lt, Dk or Hl orbs.
– Will become much more difficult to use when dungeons that contain Combo Reduction mechanic become more prevalent.