Tutorial:Dungeon Ultimate Guide

Dungeons is a major part of Skyblock. Being able to do dungeons grants you access to some of the most powerful armor and weapons in the game. This guide focuses on how to survive new floors.

Surviving a New Floor
Each floor contains increasingly difficult enemies. as such, having the right gear is necessary to survive the higher floors. This part of the guide focuses on how you can survive a new floor in order to use the floor's new items.

Misceallenous Items
These items provide utility or usefulness that can be utilized by all classes.

Puzzles and Secrets

 * To tie or win Tic Tac toe, it's important to know where the AI placed their first move:
 * If the first move was in a corner, pick the center
 * If the first move was in the center, pick a corner
 * From then on, simply block all the attempts of the AI for a three in a row.
 * Wikihow for tic-tac-toe guide: https://www.wikihow.com/Win-at-Tic-Tac-Toe


 * To easily get through Teleport Pads, simply choose the teleport pad diagonal to where you spawned at.


 * You can check your Quest Log in the SkyBlock menu if Oruo the Omniscient asks for a Fairy Soul-related question


 * To open chests behind 1-block walls, briefly left-click with a Stonk to break the block, and then right-click.
 * If you instant mine a Stairs block in order to pass inside it, you will be able to pass through blocks by instant mining them.


 * There are 2 strategies for completing the Bomb Defuse puzzle:
 * Use a full Wither/Storm/Goldor/Maxor/Necron set's Witherborn ability in combination with Shadow Fury, if done right, Shadow Fury should teleport you to one of the withers across the wall.
 * Use a Stonk to create a 1x2 tunnel of ghost blocks into the side rooms, and use a Bonzo's Staff to pass through them.
 * Use a Golden Pickaxe with or higher in conjunction with high  to pass through the Iron Bars.

The Watcher

 * The Watcher is easily cheesed if one camp by the walls, the pillars, or the portal doorway of the room. This only works up to Floor 3 because Floor 4+ have Watchful Eyes shooting lasers at you if attempting to camp on higher ground.
 * Floors 2 & 3 also have ways to prevent cheese, with Psycho teleporting up to you on Floor 2, and Bonzo's Balloon Barrage on Floor 3.
 * For Floor 4+, it is possible to camp outside the blood room to prevent the player from getting swarmed.
 * If the spawned mobs are killed as they are spawned, the next mob is spawned sooner.
 * More advanced players may opt to enter a Floor 6 or 7 run solo, rush to open the Blood Room, kill the reanimated Giant and boss, then exit the dungeon. This technique is known as "Frag Running", and is very lucrative as certain drops from those mobs such as Livid Fragments are valuable.

Bonzo

 * Get behind one of the pillars when Bonzo unleashes his spinning balloon attack.
 * Back Bonzo up into a corner to quickly burst him down as he can't attack and has nowhere to run.
 * If the team's Tank has a high enough Attack Speed, they can keep him "stunned" in a corner with relative ease.
 * The Undead are just a nuisance, as Bonzo has no shield unlike other bosses like Scarf and The Professor.

Scarf

 * Always deal with the Priest first. The Priest can heal and even revive defeated Undeads. Go for the Warrior next, as it can unleash a devastating attack and can support the other 3 Undeads when attacked, followed by the Mage as it can unleash a barrage dealing large amounts of damage, and then finally deal with the archer. Keep in mind the warrior unleashes devastating attacks on the person who deals the most damage to the priest.
 * For Scarf's second phase, deal with each of the enemies in the aforementioned order and save Scarf for last.
 * Players looking to kill Scarf quickly can immediately rush Scarf as all the Undeads die after he is killed.
 * Scarf will say "Necro no Jutsu!" or "Dodge this!" and slowly float up when he is about to launch Wither Skulls everywhere.
 * When Scarf emerges from his barrier, all players should go into the tunnel, and try to use their combined powers to take him down before the priest can heal him.
 * The Skull barrage attack can target ghosts. So when Scarf is about to release his Skull Barrage attack have a ghost or a strong tank get close to him to take the main attack and prevent casualties to the rest of the group while they can focus on the boss minions.

First Phase

 * Deal damage to all Guardians equally, as The Professor can revive the Guardians, but make sure to leave the Healthy Guardian at its weakest since that will be a huge problem. Take on the Reinforced Guardian next, since it can launch TNT everywhere and summon Rogue Guardians, and then deal with the Chaos Guardian to get rid of the problem with its Discharge. Lastly, take on the Laser Guardian, as it is like a Rogue Guardian, but stronger.
 * Have the Archer or Mage deal with the Rogue Guardians, preferably the Archer, as the Mage will also be an effective tool when dealing with the four Elder Guardians.
 * All guardians must be killed within ten seconds of each other, or The Professor will revive them.
 * Players should avoid using melee attacks against the Chaos Guardian, as its Discharge deals extremely high damage to nearby players, usually killing anyone it hits.

Second Phase

 * Ignore the Rogue Guardians and four Elder Guardians, and focus only on The Professor, as all the other Guardians will be nuisances.

Third Phase

 * The Professor likes to target the Healer above everyone else, so make sure to protect the Healer as much as possible.
 * The Ghost Mage's Pop-Up Wall is a way to withstand the TNT Rain.
 * The Professor's Giga Heal doesn't always work; take the opportunity of this as quickly as possible.
 * If everyone crowds around the same place (e.g. the middle), it will prevent The Professor from flying around which then allows everyone to melee it effectively.

Thorn

 * The audience has Fairies hidden among them. Kill them to revive.
 * Sometimes, one of the four circles on the floor will be engulfed in flames. Lure mobs in there with a Jingle Bell as it deals tons of damage per second. On the other hand, sometimes the circle becomes a small Healing Circle (similar to the Healer's ability).
 * Traps are very useful for AOE damage.
 * Climb up to the Audience Floor and place a Decoy there. This will lure the Spirit Bats towards the decoy, not only stopping them from attacking players but also being easy kills to summon the Spirit Bear quickly. After that, bait the Spirit Bear over to the stands so you can use ranged attacks on it until it dies.
 * The Bonemerang or Phantom Rod can be used to stun Thorn so he is unable to move. This makes Spirit Bow shots easier to hit. One must be cognizant of the Spirit Bats and Chickens while doing so, as they can interrupt the stun; if Thorn is unstunned, he will start moving too fast to hit.
 * Each time Thorn takes damage, he will be briefly stunned. If the first spirit bow was saved, an immediate follow-up shot from a second spirit bow will hit Thorn, provided that Thorn has not finished his dialogue.
 * The Phantom Rod will go through Thorn but left clicking it once the hook went through Thorn will stun him.
 * Use the Spirit Boots to fly into point-blank range with the spirit bow to reduce the chance of missing a shot. Alternatively, teleport into the audience area and take the shot from there, as this allows the player to be at around the same height as Thorn.
 * Ferocity no longer works on Thorn.
 * Thorn turns around depending on how many players are in its trajectory.
 * Above the portal there is a small space in which a player can stand, where they can't be damaged by bats and other mobs. This is especially useful for mages.
 * Once a player dies, they can left/right click in ghost form to disarm chicken mines, one of the most deadly aspects of the bossfight.

Livid

 * If the player places down a healing orb and heal circle in the same spot in a corner of the map, the player's team can simply tank hits from all of the Livids while standing still and dealing damage.
 * Upon entering, the team can go into the H-shaped spaces on the wall of the map to cheese the boss fight.
 * When a clone dies, the real Livid will shoot a white beam into the air to revive it. The second you see the white beam, target it, and defeat the caster.
 * Once Livid unleashes his clones, the red mural on the ceiling will change color, the color it changes to is the color of the real Livid. Once Livid spawns his clones, look to the ceiling and kill the corresponding Livid.
 * When all of the clones of Livid spawn they will all teleport to you but the real one will teleport a bit later. so you can hide in a corner of the map and have a teammate stay there and once all of the clones teleport try and see which one stays behind

Sadan

 * For the first phase, make sure there is a wall or even better, a corner behind you, and tank the terracottas while using life steal/syphon to gain health back. This works especially well for players playing the Tank or Berserker class, but less well for players playing the Archer or Mage Class. For players struggling with this phase, it is recommended to either get a Baby Yeti pet, or get the healer to put down a healing circle to help heal. If you ever get low on health, the Shadow Fury's ability or the Florid Zombie Sword's can help you get right back into the fight.
 * There is a place on the arena that is 2 blocks tall where the golems have a hard time hitting the players, but the players can easily hit the golems. So a common strategy people use is standing up there, angering all the golems, then killing them.
 * Golems should be killed during the 1st phase, between the 1st and 2nd phases, or between the 2nd and 3rd phases. Killing them before the 1st phase delays its start.
 * For the second and third phases, watch out for Bigfoot/Sadan's stomp attack, as it deals extremely high damage, and may instantly kill players that have low . If Sadan/Bigfoot jumps very high, it is recommended to use an Aspect of the End to teleport out of its range, and resume attacking after that. The same precautions should be applied to Jolly Pink Giant's boulder toss ability, which also does a lot of damage, but is a bit harder to avoid.
 * On the transition to the third phase, do not stand in the middle, as a giant hole will appear and will kill all players standing in the middle of the arena.
 * The Gyrokinetic Wand can be used to hold all the Terracottas in one spot so they can be killed more easily. It can also hold Sadan in place so that he is not affected by knockback.

Necron
Players can't use any form of movement abilities and items such as Aspect of the End or Ender Pearl in every phase. However, the Rogue Sword can still be used to gain extra walk speed. If the player has jump boost, it will be removed at the start of the fight. However, a Jerry-chine Gun or a Bonzo Staff still works, so it is possible to move around using the knockback from them. Spirit Leaps can still be used in the boss fight.

Due to Necron having extremely low (being only 300), successfully using a Last Breath to shoot him five times will essentially make Necron take 60% more damage.

It is recommended for mage players that have enough to reforge some pieces of armor to Ancient, and their mage weapon to Withered.

Phase 1
For phase one, it is recommended that one player that has large amounts of lifesteal and survivability to keep Necron occupied by constantly attacking him. Other players should not attack Necron but instead focus on getting the Crystals to the platforms, which can be done immediately by hopping up a wall by using a Jerry-chine Gun or by using a Bonzo's Staff to bounce off the walls after jumping in the lava pools. If the player has trouble jumping up to the crystals due to wither skulls, the player is advised to kill the impeding Wither Guards, even though Necron will constantly respawn them. After getting the crystals and placing them down on the pad, the whole team should run to the laser to trap Necron in it.

Phase 2
When the team is descending from the 1st phase room to the 2nd phase room, they can choose if they want to "pre-fire". Pre-firing refers to killing the Wither Miners on the floor during the descent. This technique can speed up runs slightly, but causes a large number of death skulls to be fired, which can kill players without sufficient health. Regardless of whether the team chooses to do so or not, the decision should be communicated to all team members and followed, as a single person pre-firing can also cause damage.

If one has Wither Impact, they can use its ability on the way down to gain an absorption shield to survive better.

After the player is completely descended, the player may use whatever weapons they can such as the Spirit Sceptre or Yeti Sword to kill the Wither Miners. When engaging with Necron, only one player should attack Necron such that Necron does not change targets constantly and change his position under the pillar.

One player should head to the pad and stand in the middle so that Necron can be crushed under a pillar, usually starting with the purple one. Whenever Necron is crushed, the players should deal as much damage as possible, as getting Necron down to half health allows all other pads to be skipped. It is recommended to use a Wither Skeleton Pet to deal maximum damage to Necron.

Players should also eliminate the Wither Archers that are lined along the walls of the room; this will make the boss fight easier to finish because players don't have to dodge so many projectiles.

Be sure not to lure Necron to the red corner of the room as it is a glitched chunk and will softlock the fight.

Phase 3
For phase 3, for inexperienced players it is recommended that an Archer does not do the puzzles but rather slow down Necron with ranged attacks in order to buy more time for everyone to finish the puzzles and ensure Necron does not catch up. A Berserker can also do this with the Phantom Rod as well and Mage s can do this with their left click attack.

More experienced players may skip past entire parts of this phase and do terminals ahead by using Stonk to pass through the gates. The terminals are split up into 1, 2b (3 bottom terminals), 2t (3 upper terminals), 3 and 4.

Phase 4
For phase 4, it is recommended that the Tank should try to stay in the corner of the slabs in the pillar to allow the Mage, Berserker, and Archer to deal extra damage per second. If there is no Tank, whoever is the tankiest should always go into a corner of a pillar, or whoever Necron is attacking.

If Necron is taking a lot of damage, his blast radius gets smaller, allowing massive amounts of damage to be dealt.

More experienced players should always call out who will be going to middle(normally being the Archer), and as soon as that person descends from phase 3, they should go to the middle and camp the edge closer to Necron, as to not get knocked into the lava. Whenever Necron heads to the middle, players should teleport to that person immediately and damage Necron.