This guide is very outdated. Do not use it.
This is a guide for CC Battle Dungeon floors 1-35. Since I have gone into the dungeon many times up till floor 35, I feel I can write an accurate guide on this dungeon that every level 55 should try. The reason everyone should try this dungeon out is because you can get some of the best armor and accessories from it. I would have written on what is beyond floor 35; however those floors are known to be very difficult, even for parties with upgraded armor. I haven't gone beyond 35 yet and do not intend to simply because of the sheer difficulty and the time it takes to get that far.
What is CC Dungeon?
General Info about CC Dungeon:
- The dungeon works just like Babbidi's ship in the manga. On every floor the party must beat the challenge presented to them to proceed to the next floor.
- Every 5 floors, a boss challenge will appear. Upon beating the boss, every person in the party will be given a choice of whether they want to collect their prize and leave the dungeon, or continue fighting in the dungeon to get better rewards later on.
- Special tickets can be used to skip a certain amount of floors when you start the dungeon. There are tickets for floor 6, 11, 16, and 21. These can save you a lot of time, however, just recently almost all of the floor 21 and 16 tickets have been used up (amongst Koreans).
- No LP/EP increasing or regeneration items can be used inside CC Dungeon. Only class-skills can be used to regenerate LP and EP. For this reason a healer is needed. (Only special LP and EP pots designed for CC dungeon can be used inside the dungeon)
- If you complete the dungeon on floors 5, 15, 25, 35, or 45, you will be rewarded with a piece of armor. The farther you go, the better the armor will be.
- If you complete the dungeon on floors 10, 20, 30, 40 or 50, you will be rewarded with amulets/accessories. The farther you go, the better they will be.
- Rewards from this dungeon are binded. So if you get an item that's not for your class, just go sell it to a vendor. Also sometimes you can get weapons and LP/EP pots from the reward capsules if your unlucky.
- All floor 30+ rewards are some of the best items (if not THE best) in the game. Koreans usually go for the floor 30 accessories and floor 35 armor pieces since it take just too much time to go beyond that.
The kind of party, classes and skills you will need for the dungeon
This is my interpretation of the ideal party for this dungeon:
An Ultimate Majin (should have Spin attack, Fire Spin, and Provoke)
A Dende Priest (should have everything a healer should have lol)
A Dark Warrior (should have Provoke, AoE Provoke and Paralysis)
A Fighter (should have Taiyoken and Kaioken)
A Swordsman (should have Kaioken)
These are the replacements that you could make if all of the classes I stated above aren’t available:
The Ultimate Majin could be replaced by a Grand Chef
The Dark Warrior could be replaced by a Shadow Knight
The Fighter could be replaced by a Swordsman, Turtle or Crane
The Swordsman could be replaced by a Fighter, Turtle or Crane.
However keep in mind that all of the replacement classes do not have all of the skills that the ideal classes have (such as Fire Spin or Taiyoken). This is why it’s much better to have the ideal party than the replacement one.
The challenges you will have to face in the dungeon
There are 6 types of floors that appear up until floor 35. Those six are:
1. Mob-type (모든 몬스터 섬멸)
2. Ultra-type (울트라 몬스터 섬멸)
3. Respawn-type (생성되는 몬스터 전부 섬멸)
4. Time Limit-type (시간내에 몬스터 모두섬멸)
5. Bonus-type
6. Boss-type (보스 몬스터 섬멸)
In this guide I will go into detail about each type of floor one by one. Lets begin:
1. Mob-type floors (모든 몬스터 섬멸)
Mob-type floors are the most common ones in the dungeon. They are also the easiest. All you have to do is kill all of the mobs on the floor to complete it.
The strategy is easy. The warrior and a Human from the party should simultaneously pull all of the mobs on the floor from opposite sides into the middle of the floor so the Majin can spin down all of the mobs in one go, quick and easy. (On floors 15+, the Majin should always use Fire Spin when this strategy is used.)
-FLOOR 15+: If the Majin cannot use Fire Spin, only regular spin, then the tanker should pull about 2 groups of mobs to the Majin so it can spin them down. Do this one by one on all 5/6 groups of mobs on the floor and you're done.
Special Conditions:- If all of the mobs that appear are purple Saibamen mobs: These mobs tend to self destruct when they are aggro'd, and so, for the Majin's health, you should spin them down until about 1/3rd of them self-destruct. To do this, the tanker should agro all of the mobs on the floor and run around with them for about 15 seconds so most of them self destruct themselves. After the tanker feels that enough have exploded, he should take the mobs to the center of the floor where the Majin can spin them down.
2. Ultra-type (울트라 몬스터 섬멸)
These floors appear fairly commonly. To complete them, all of the ultra-type mobs on the floor should be killed. Do not bother killing the normal mobs surrounding them since they respawn pretty fast lol.
The strategy is simple. The tanker should pull the groups of mobs one by one to the Majin and party so they can be spinned down. As each ultra/group is taken down, the entire party should move towards the next group and stand next to the wall near it so they do not accidentally agro the mobs that will respawn from the previous ultra's group.
Special Conditions:- If the ultras that appear are all jelly-fishes/flying mushrooms: The healer should pull all of the groups of mobs (by attacking the ultras with their auto-attack), and run around in a large circle with them. While the healer does this, the rest of the team should attack the ultras and kill them.
- If the ultras that appear are small yellow ghosts: Use the same strategy as above. The only difference is that the people attacking the ghosts have to make sure that the ghosts remain stunned while the group is killing them. The reason they should be stunned is because if they are not, they tend to move around in great distances, so they will keep running away from the group.
3. Respawn-type (생성되는 몬스터 전부 섬멸)
These floors are by far the most annoying and troublesome floors in this dungeon. They start appearing after floor 20. To complete this floor, you must kill all of the groups of mobs on the floor four times over.
The warrior should pull two groups of mobs to the Majin so they can be spinned down. Keep repeating this on the groups as they respawn. If the Majin can use Fire Spin, it should be safe to pull up to four groups of mobs in one pull.
Special Conditions:
None
4. Time Limit-type (시간내에 몬스터 모두섬멸)
These floor also start appearing after floor 25. To complete them, you must either do a Mob-type or Ultra-type floor under a time limit.
Well the strategy is the same as the Mob/Ultra-type floors depending on which type is presented to the party. The only difference is that you have to be slightly faster on these since you have a 2/3-minute time limit to complete it in.
Special Conditions:
None
5. Bonus-type
If you encounter this rare floor (especially after floor 20), you must have luck on your side. To complete this floor, destroy all of the boxes that are placed on the floor.
No strategy. Just destroy them boxes. Make sure to pick up all of the items that drop from the boxes since they are all LP/EP potions that you can use within the dungeon to help you on your journey.
6. Boss-type (보스 몬스터 섬멸)
Every five floors, a boss will be encountered. The beat this floor, defeat the boss.
Floor 5 Boss:
Preparations before the fight:
1. The Martial Artists should have Kaioken x2 or Super Saiyan activated.
2. The party should be buffed by the Healer with 'Kami's Aurora' and 'Kami's Energy' to account for the EP drains caused by transformations.
How to fight the boss:
1. The Majin should initiate the battle by provoking the boss and then following up with a 'Fire Spin'
2. When the Majin's spin finishes, the Namek warrior should provoke the boss.
3. The Martial Artists should attack the boss with the RP ability to increase the attack's power for extra damage. Fighter should use solar Flare as well.
Floor 10 Boss:
Never did this Boss. I'll update this soon.
Floor 15 Boss:
This boss will summon another boss-like mob during the fight.
Preparations before the fight:
1. The Martial Artists should have Kaioken x2 or Super Saiyan activated.
2. The party should be buffed by the Healer with 'Kami's Aurora' and 'Kami's Energy' to account for the EP drains caused by transformations.
How to fight the boss:
1. The Majin should initiate the battle by provoking the boss and then following up with a 'Fire Spin'
2. When the Majin's spin finishes, the Namek warrior should provoke the boss.
3. The Martial Artists should attack the boss with the RP ability to increase the attack's power for extra damage. Fighter should use solar Flare as well.
Floor 20 Boss:
This boss will summon supers during the fight.
Preparations before the fight:
1. The Martial Artists must have Kaioken x2 or Super Saiyan activated.
2. The party should be buffed by the Healer with 'Kami's Aurora' and 'Kami's Energy' to account for the EP drains caused by transformations.
How to fight the boss:
1. Before starting the fight, the Healer should put 'Kami's Favor' on the entire party, and 'Kami's Barrier' & 'Kami's Hope' on himself.
2. The Majin should initiate the battle by provoking the boss and then following up with a 'Fire Spin'.
3. When the Majin's spin finishes, the Namek Warrior should provoke the boss.
4. The Martial Artists should attack the boss with the RP ability to increase the attack's power for extra damage. Fighters should use 'Solar Flare'.
5. When the supers spawn, they will aggro the healer because of 'Kami's Favor'. When this happens, the healer should start running in a big circle around the fight with the supers chasing him to keep them from interfering with the battle.
Floor 25 Boss:
This boss has 4 supers guarding it. The boss and it's supers cannot move from their original positions.
Preparations before the fight:
1. The Martial Artists must have Kaioken x2 or Super Saiyan activated.
2. The Namek Warrior should have all of his RP bars filled.
3. The party should be buffed by the Healer with 'Kami's Aurora' and 'Kami's Energy' to account for the EP drains caused by transformations.
How to fight the boss:
1. Before starting the fight, the Healer should put 'Kami's Favor' on the entire party, and 'Kami's Barrier' & 'Kami's Hope' on himself. After this has been done, the Healer should run to the boss with everyone following. As the supers start attacking the healer, he should use 'Kami's Retreat'.
2. The Namek warrior should use 'Draconic Overpowering' with the cooldown reduction RP ability. Keep repeating this step as soon as the boss is freed from the stun. Using 'Draconic Roar' is also helpful, but not necessary.
3. The Martial artists should be standing behind the boss and attacking with RP ability to increase the power of their attacks. Fighter should use 'Solar Flare' as well.
Floor 30 Boss:
This boss will summon supers during the fight.
Preparations before the fight:
1. The Martial Artists must have Kaioken x2 or Super Saiyan activated.
2. The Namek Warrior and Martial Artists should have all of their RP bars filled.
3. The party should be buffed by the Healer with 'Kami's Aurora' and 'Kami's Energy' to account for the EP drains caused by transformations.
How to fight the boss:
1. Before starting the fight, the Healer should put 'Kami's Favor' on the entire party, and 'Kami's Barrier' & 'Kami's Hope' on himself. After this has been done, the Healer should initiate the battle by auto attacking the boss.
2. Immediately after the Healer attacks the boss, the Majin should provoke the boss and follow up with a 'Fire Spin'.
3. Simultaneously, the Namek Warrior should use 'Draconic Overpowering' with the cooldown reduction RP ability and keep repeating this step whenever the boss is freed from the stun. Use 'Draconic Roar' when the Fighter's 'Solar Flare' fails or finishes.
4. The Martial artists should use all of their attacks with the RP ability to increase the attack's power. Fighter should use 'Solar Flare' as well.
5. When the supers spawn, they will aggro the healer because of 'Kami's Favor'. When this happens, the healer should start running in a big circle around the party with the supers chasing him to keep them from interfering with the battle.
Floor 35 Boss:
This boss has two supers guarding it.
Preparations before the fight:
1. The Martial Artists must have Kaioken x2 or Super Saiyan activated.
2. The Namek Warrior and Martial Artists should have all of their RP bars filled.
3. The party should be buffed by the Healer with 'Kami's Aurora' and 'Kami's Energy' to account for the EP drains caused by transformations.
How to fight the boss:
1. Before starting the fight, the Healer should put 'Kami's Favor' on the entire party, and 'Kami's Barrier' & 'Kami's Hope' on himself. After this has been done, the Healer should initiate the battle by auto attacking the boss. As soon as they aggro, the healer should run in a big circle around the boss with the super's chasing him to keep them from interfering with the battle.
2. Immediately after the Healer attacks the boss, the Majin should provoke the boss and follow up with a 'Fire Spin'.
3. Simultaneously, the Namek Warrior should use 'Draconic Overpowering' with the cooldown reduction RP ability and keep repeating this step whenever the boss is freed from the stun. Use 'Draconic Roar' when the Fighter's 'Solar Flare' fails or finishes.
4. The Martial artists should use all of their attacks with the RP ability to increase the attack's power. Fighter should use 'Solar Flare' as well.