Disgaea 7 - Three Demons (Carnage Baal 4 - no DLC, only 20mil stats, deathless)

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  • čas přidán 13. 10. 2023
  • So over-the-top and intimidating! The final Baal map brings back all three Carnage Baal from the previous three maps!?
    ...In the end it's probably just as easy as the first one, though, apart from the whole 'having to survive mapwide blasts' part.
    The top-left Baal is Carnage Baal 1: the one responsible for blasting you as you exit the base panel, he's a giant hunk of ATK/DEF power (getting +20% per ally) and also summons backup every turn.
    The bottom-left Baal is Carnage Baal 2: he has EM Barrier to negate one hit, ignores any damage below 10% of max HP and also reflects 50% of any damage taken, and can sacrifice an ally to do 1 trillion damage to enemies within 3 panels.
    The top-right Baal is Carnage Baal 3: he has a free revive (which also does a mapwide blast) and also negates any specials after the first time they're used on him, plus his attacks hit the entire map.
    Of course, since Carnage Baal 1 blasts every unit three times, the same strategy back then works here: you can Jumbify and then punch each group, thus taking care of them without needing to get close while also benefitting from Jumbilities. We can use an Angel's Valkyrie Order to double-hit and thus get past the free revive/EM Barrier (it's not a special attack!), and we can use a Maiko's Encouragement to punch two groups per turn.
    Now, with one Jumbified unit, this only takes care of two Baal. For reasons I'll go into later, I didn't bother to Jumbify a second attacker (like my Mecha Lady), so I have to end turn and survive somehow. The top-left Baal summons reinforcements so I don't want that; the top-right Baal has map-wide range and area-of-effect for regular attacks, so I definitely don't want that. In the end, I choose to leave the bottom-left Baal alive... and to stop his monstruous 15 MOV and 9 attack range, I decide to Jumbify Opener (as he sets MOV to 1). Finally, on the next turn you easily one-shot the last group.
    So why didn't I Jumbify a second unit?
    When I tried to handle this map with 10 units (and Jumbifying Ao and my Mecha Lady), after taking down two Baal the game would reliably, consistently softlock whenever a unit tried to move. At first I thought the enemy AI got stuck trying to decide who to attack, so I tried Jumbifying my Mecha Lady in the top-left instead of the top-right but that didn't change anything; then I learned that it still happened even if I only Jumbified Ao, and then I learned that it happened if I tried to move my own units on my turn as well (for example moving my tower of supports to the top-right to buff my Mecha Lady, or even just having Pirilika move to lift my Maiko). As such, I ended up going down the path of one-Jumbify-attacker strats and gave up on a one-turn clear...
    Well, after some testing it seems like the problem was, for whatever reason, having ten units out on the field after my jumbo punches. As you can see from this video, I don't deploy my 10th unit (the Sorcerer) until turn 2 and everything works fine. It's likely possible to one-turn this if you indeed use a second Jumbo unit but only deploy 9 units... Whatever.
    You need the HP/DEF/RES Wickedhancemet!
    Evility setups:
    Supports
    Corpse
    Lovely Song
    Cursed Dance
    EM Barrier
    Tactical Guidance
    Merciless Command
    Noble Cause
    Kill with Fire
    Herbal Therapy (you only need five or so to ensure Ao caps fire res)
    Sword Catch
    Ao (holding a flame weapon)
    Corpse
    Elemental Force
    Assault Attack (unfortunately doesn't affect turn 2...)
    EM Barrier
    Sword Catch (Very important! If you want a deathless run, you have to Sword Catch the third base-panel blast at the start in order to still have both 'survive fatal hit with 1 HP' and 'revive with 20% HP' to live through the counter and then the revive-blast.)
    Full Power Swing
    Coin Toss
    Patience
    Deadly Footwear
    To the Death
    King's Dignity
    One Hit Wonder
    Bla bla, improve this by one-turn clearing with a second Jumbo unit (which also means Assault Attack never expires).
    S.O. Seal making Seal of Power ten times as effective is real awkward... Ao's real strong but I don't really expect her to be useful for Item World stuff, and I've already gotten a gold trophy so I don't intend to PvP seriously, so having her be the only one that got the evility from this run is a shame. Once I get better items (to have someone else replace Ao as main attacker) and also actually bother with a Mecha Lady second Jumbo unit, getting more copies shouldn't be too hard though.

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