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Revision as of 16:22, 13 August 2014 by Chaore (talk | contribs) (Overview)
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Nicknames Appy
Exclusive to:
Rarity (レア) SS.pngGOD.png
Max Stats
Lv:120 HP:2244 ATK:1452 DEF:1226
Main Skill (スキル)
Golden Bow and Arrow
1x Stab attack and +1 to ATK (on straight+, +2 to ATK instead)
敵モンスターに突属性のダメージを与え、攻撃力をUPする (ストレート以上の時、攻撃力がさらにUP)
Sub Skill (子分スキル)
God of the Sun
Boosts Fire main card's skill by 15%
Awoken Main Skill (スキル)

Awoken Sub Skill (子分スキル)

Awoken Skill (覚醒スキル)

S.Awoken Main Skill (スキル)

S.Awoken Sub Skill (子分スキル)

S.Awoken Skill (覚醒スキル)

Super Fusion (超合体)
Divine Flames of Immortality

Apollocard.png  Ifrinacard.png  Johanncard.png  Phoenixcard.png 
Shared by (合体カード): Apollo, Ifrina, Johann, Phoenix


One of the few cards to get a major boost from some sub-card system changes, Apollo is a mediocre attacker that boasts an incredibly powerful after-effect, and is a very powerful card that is not bad to have around. While he pales in damage to other red Stab cards, such as Mammon and Noel, he makes up for it with sheer versatility.

Apollo's main strength as a card is definitely his generalized red skill boost, allowing him to buff up red enhances such as Ifrina and Gambler, as well as work as an SS sub for any red card you may desire, and ultimately works well on the powerful red stab attacker base, including himself. However, as a main card, while his damage may not be as strong as it used to be, his ability to buff attack is now effected by his subs- meaning you can easily boost his buff up to +4 or +5, and flash buff yourself to maximum attack.

However, he shares a nasty super fusion pool that will cause him to fuse with one of the more popular PVE stars such as Ifrina, which may ruin your day, or your attacker's enhance. Proceed with caution when playing your Apollo.

Main Skill

DMG 1.3× 1.4× 1.5× 1.65× 1.8× 2.0× 2.2×
ATK+ Buff 0.85(+0) 1.0(+1) 1.15(+1) 1.3(+1) 1.45(+1) 1.6(+1) 1.75(+1)
ATK+(straight+) -- -- -- -- -- 2.0(+2) 2.2 (+2)

Apollo has a decent damage multiplier with an alright attack stat to run with, but the main benefit is the +ATK buff that will last for the rest of the dungeon. Unfortunately, due to the secondary application of the boost, you cannot actually enhance it in any fashion, so for all intents and purposes he is only worth +1 (or +2 if you meet the straight+ condition on his SL6-7). Now, while this feature does mean you can comfortably run Mammon as a sub card for Apollo, you would be fairly insane to do so.

Sub Skill

Apollo's main draw nowadays is without a doubt his sub skill. An unrestricted 15% increase to any Red card is nothing to sneer at- it is 20% lower than the specialized damage Stab sub for Mammon (that being Earl Walrus) but has no straight+ restriction and will convey a comparable boost. The conditional only being "equipped to fire-element" is incredibly flexible towards anything else.
This offers a boost that is only only 5% short of specialized increases for the harder-to-sub cards (e.g. defense/enhance/healing cards; this includes such standouts as Gambler!). While the icon would not match in those cases, most of the cards you would attach Apollo to there generally don't take advantage of stats as much as an actual attack card anyway.

Ultimately, Apollo is a great sub to fill in anywhere you could need him in Red, for those who don't have endless fortunes to pull three of the perfect subs.

Recommended Subcards

Musecard.pngShoveling Rhinocard.pngKiller Horsecard.pngDark Scorpioncard.png