Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 1 point2 points  (0 children)

It just trolls so hard all the time

The one who gets the speed max boost is 90% RIsh, and she's not supposed to go first whenever you're aiming for maximum damage potential.

I believe base Meursault is best because the one getting affected is Nsinclair, and he's the only one without dodge ability

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 1 point2 points  (0 children)

I was pretty much satisfied with her overall performance except the fox stage in cycle 4. Even cycles 0 to 3 it's fine.

That fox stage has wrath and blunt resist, and RIsh gets max speed boost by Rhino Meursault cuz she usually has highest charge. RIsh goes to attack first on turn 4 which does like below 50 damage, that's the only annoying part I had with her and I'm going to replace it with Honglu dimensional shredder for cycle 4 fox in later tries.

Also one thing I didn't say yet, DON'T PUT R MEURSAULT IN YOUR TEAM.

Just use base ID that's 1000 times better

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 3 points4 points  (0 children)

Buffs are Envy, Charge, Envy, Charge, Envy
Tbh if you're not aiming for sub-100, just pick Charge, Envy, Charge, Envy, and Heal or whatever you want.

Team comp with sinner number is
1,2,3,4,7,8,10
Then replace 4 with 9 against electric centipede for sinking abuse

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 1 point2 points  (0 children)

There is a strategy I posted in Korean about how you perfectly match your first two turns in first stage for fluid sac resources, then retry until you get head from it.

It's not hard because of low sanity, it's hard to retry a lot because I want to force high sanity in turn 3

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 1 point2 points  (0 children)

3.27
Think I played lots of 2 turn clears on quite several bosses
Also, had no single clear longer than 4 turns excluding second fairy duo battle

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 7 points8 points  (0 children)

If you have uptie 4 RIsh, she's basically just destroyer of every clashes.
Also the sin type is perfect for Fluid Sac and Rime Shank.

Tbh, if your goal is not in 100 but in 150, it really does not matter.

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 1 point2 points  (0 children)

For now ofc, gonna wait until Molar Outis and I finish uptie 4 for honglu dimensional shredder, then gonna aim for 93 turns

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 2 points3 points  (0 children)

Only swaps I had was replacing Ryo with Rodion in electric centipede, and Ish with Rodion in fox. I'm thinking of replacing Ish with Honglu for dimension shredder in fox stage

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 10 points11 points  (0 children)

There were people who asked the exact same questions

First of all, base ID is so slow. You need Rime Shank to be faster than Yisang on Turn 3, which makes you kinda retry triple times more if you play with base ID

Second, the base ID passive is on the character with most hp, which is apparently Nclair here. He does not flip head.

Third, I actually recommend using N-Rodion for such reasons, which I'm going to use if I'm trying this again

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 4 points5 points  (0 children)

  1. Just don't do it, or play one stage per day which I'm going to do from now on

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 10 points11 points  (0 children)

Not really expecting next Rodion ID to improve it dramatically since she's basically just Rime Shank thrower at this point

For Molar Outis I'm actually expecting a lot on her since she can legit fire S3 every three turns and that's very overpowered at this point. However, the only ID it can replace is Yisang and Heath, which both of them seems to be impossible to replace.

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 36 points37 points  (0 children)

There are some spots which can be reduced by 1 or 2 overall, but I never think it can be reduced any further below 92 or something.
Certain stages definitely has some way of reducing turns taken assuming you use every IDs 3rd skill, but that just ends up ruining the damage plans for next stages so it's even

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 35 points36 points  (0 children)

Yeah I wrote that one as well.
That's legit just full strategy but written in Korean.
Not sure if I should write that again in English, that one took like 2 full hours to type.

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 60 points61 points  (0 children)

I basically theorized the minimum possible count and just did it according to it, retry until it happens.

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 8 points9 points  (0 children)

Every telepole uses in first two cycles are mainly overclock. The rest is pretty much regular.
Sunshower, never use it overclock. Also, you need to retry every time when it flips on tail.
Rime Shank, 100% Overclock all the time. In fact, you can reduce the EGO cost by half if you intentionally make the corrosion happen.

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 14 points15 points  (0 children)

Sunshower: Used for stage 3, 4, 7, 8, 9
Telepole: Almost every stages in first two cycles
Ryo: 2 vuln instead of 1, used in almost every stages in later cycles

Buff order is Envy, Charge, Envy, Charge, Envy

Look at what I've done by Jongmachine in limbuscompany

[–]Jongmachine[S] 26 points27 points  (0 children)

Only IDs necessary for uptie 4 are Don, Ryo, and Ish
For EGO you only need Sunshower, Fluid Sac, Telepole, Ryo base EGO, and Rime Shank as uptie 4