TL;DR: Event mechanic and RNG go Perfectly Cut Scream Yeah I'm late, sorry for that, and also thanks for the 1.1k views on the previous video, I certainly didn't expect that. Were did you guys come from lol. Surely I will not get "bro fell off" on this video right :clueless:
I'm finally back of grinding from the basement, and I would say that I cooked this clear. So I was clearing the stages with no real problems, and EX 7 was no exception, but then it came the time of clearing the CM, and that's where things turned on to be a lot toughter that I would've liked to. This is a 7 op clear, and it's like that because I cleared the NM with 7 op, so naturally the CM wouldn't be that hard, but I was naive. EX 7: Kroos is deployed after Cantabile so she can defeat the First Orchesta Tuner asap so she can begin to hit the Tuning node in her range. Then, after Lunacub, Scene is next to charge her skill, as we need it for later. Just when Kroos finishes charging the Node, Firewatch is deployed, the casters of the top side spawn and they're defeated with the Device along the other Tuner. Here is where the complicated ahh strategy begins, as this clear is overly reliant on the Event mechanics, there's a lot of timing on when to activate the nodes. The Conductor spawns and we deploy April early before it goes out of the stairs so she gets the buff, and when he gets out, he needs to cast the drain on the nodes without actually draining it. This is done by canceling the skill when we activate the Node ourselves, and after activating it, it has to be activated once again the moment it's available. These steps are done for one simple reason, the conductor needs to be defeated asap or he starts to drain the nodes like nobody's business. When the passionate variant is on, it gives the enemies ASPD, +Movement Speed and -DEF, but the real reason we need the passionate variant is for the speed, because it was in the melancholic variant before canceling the drain, he gets the speed boost right after, reaching to the checkpoint faster. Then, we change it into the melancolic variant again to give Kroos the ATK boost and also negate the HP Boost of the conductor, defeating it right on Kroos range. Scene plays an important role on this clear, as she and her summons are the only ones capable of charging the nodes without being distrated with an enemy, this being the reason why she's deployed down with Firewatch. Due to Deadeye's trait, they hit the lowest defense enemy unit, and this is advantage or disadvantage depending on the stage/situation, in this case, most of the time it's fine that they do so, but the problem begins when the conductors drain the nodes, the Deadeye's will never stop attacking the nodes as long as the nodes keep getting drained. We mitigate this problem with Scene and defeating them fast. After defeating the first Conductor, Scene's summon is deployed to the right of Kroos so it can hit the node, and it's activated again to the passionate variant to give Speed to the enemies to defeat them faster, activating it again for the ATk boost. If this is not done, Kroos will leak the mobs of the top due to her skill ending a low crit chance. We can't relax yet as we charge Kroos skill with the device an also damage the Cellists of the bottom while we wait for the other conductor, her skill is activated once the two Wind Players spawn as inflicting heavy damage before they move is necessary. Once the song variant is changed to passionate, Kroos gets a massive ASPD boost to finish one of the Wind Player just before the Device changes positions, and a Scene summon is deployed so it can bait as much hits it can from the Conductor, as in the CM they have almost the double of ATK from NM. We fast forward to the last wave and the hardest. Like I said before, this clear relies entirely on the event mechanics, but it not only relies on that, but also on some goofy ahh Manticore RNG. If you have watched closely the video, you've probably noticed that it's actually a bit scuffed (kinda on brand I guess) with some pauses here and there, so the clear it's not a perfect step by step. If I wanted to clear it perfectly (I tried I swear), Manticore would have to Dodge on the last wave almost every single hit of the Conductor until it defeats every enemy except the conductor itself an the two Wind Players, and as you can see, this didn't happen in the video. Having explained what should've happened, we come back to the Last wave and the two conductors. Like I said, it's the hardest part and Manticore has to do some damage before she dies, it's important that she at least she doesn't get one-shotted. The two conductors cast their skill on one single Tuning Node, and we take advantage of it, by deploying April earlier, we make sure Kroos doesn't get distracted with mobs and hits the Node so it can be activated just before it changes to the melancholic variant even though the next "natural" variation is also the melancholic one, this is done so we can get the ATK buff and also avoid the drain of the conductors, as in this part we have to activate the nodes almost frame perfect in some tries or the entire run fails. Just before it changes to the passionate variation, the node is activated again to get the ASPD buff and the Device is deployed OUTSIDE of Scene's range in order to defeat the last Cellists and one Wind Player, dealing damage to the other one as well, ad retreating April for some emergency situation (this clear kekw). Once the last variation is on, the device its activated to reduce the Speed of the enemies and Lunacub can defeat some casters. Because this clear is not perfect, the two conductors are still alive and the variation has to be changed again, and I'm going to be honest with you guys, I was lucky asf with the Kroos crits at the end, being able to damage the top conductor enough so it could be defeated with one firewatch hit and the bottom conductor losing the HP buff with his variation being off, April comes in clutch for that exact emergency scenario that I mentioned before, defeatting the last enemy. That's a lot of text ngl, I you have read until here, reply "Mucho texto" and you can stop here, EX 6 is not really interesting but I'm still goin to explain the stage just because (it's 5 AM please help). EX 6: Well, the stage opens charging the node so April can damage the Cellist. After deploying Firewatch, the node is activated again so she gets the ATK buff and firewatch defeats one of the Trumpeters, as the CM gives them a lot of HP and ATK, the pressure is reduced a little bit with one down before Kroos skill charges. The variation is changed again so April finishes up the Cellist, Firewatch gets the ASPD and the Tuner doesn't get a shit ton of ATK, melting Heavyrain. This clear initially was also intended to be a 7 op, but it was here where the problems named Wind Players began, and so I had to bring Scene to avoid leaking. After the three wind players are defeaed, the variation is changed again to slow the Trumpeters a bit and give ASPD to my units. The variation changes other two times, the latter to passiones after April is deployed so she can deal damage to the cellist. After the Wind Players get baited real hard with Scene's summons, The last wave of enemies are only Trumpeters, and even though there's 15 of them, they represent no threat to my units and get defeated slowly but surely. I'm going to develop a little on this later, on a edit, not sure if anyone gonna read tho, gn.
That EX-7 was a nice clear. I had to get creative due to the insane attack of the ranged guy and brought Horn, Firewhistle, Typhon, Exu, and nightingale in order to beat it and it was pretty close. Seems I need to revisit my 5 stars.
TL;DR: Event mechanic and RNG go Perfectly Cut Scream
Yeah I'm late, sorry for that, and also thanks for the 1.1k views on the previous video, I certainly didn't expect that. Were did you guys come from lol.
Surely I will not get "bro fell off" on this video right :clueless:
I'm finally back of grinding from the basement, and I would say that I cooked this clear. So I was clearing the stages with no real problems, and EX 7 was no exception, but then it came the time of clearing the CM, and that's where things turned on to be a lot toughter that I would've liked to. This is a 7 op clear, and it's like that because I cleared the NM with 7 op, so naturally the CM wouldn't be that hard, but I was naive.
EX 7: Kroos is deployed after Cantabile so she can defeat the First Orchesta Tuner asap so she can begin to hit the Tuning node in her range. Then, after Lunacub, Scene is next to charge her skill, as we need it for later. Just when Kroos finishes charging the Node, Firewatch is deployed, the casters of the top side spawn and they're defeated with the Device along the other Tuner. Here is where the complicated ahh strategy begins, as this clear is overly reliant on the Event mechanics, there's a lot of timing on when to activate the nodes. The Conductor spawns and we deploy April early before it goes out of the stairs so she gets the buff, and when he gets out, he needs to cast the drain on the nodes without actually draining it. This is done by canceling the skill when we activate the Node ourselves, and after activating it, it has to be activated once again the moment it's available. These steps are done for one simple reason, the conductor needs to be defeated asap or he starts to drain the nodes like nobody's business. When the passionate variant is on, it gives the enemies ASPD, +Movement Speed and -DEF, but the real reason we need the passionate variant is for the speed, because it was in the melancholic variant before canceling the drain, he gets the speed boost right after, reaching to the checkpoint faster. Then, we change it into the melancolic variant again to give Kroos the ATK boost and also negate the HP Boost of the conductor, defeating it right on Kroos range.
Scene plays an important role on this clear, as she and her summons are the only ones capable of charging the nodes without being distrated with an enemy, this being the reason why she's deployed down with Firewatch. Due to Deadeye's trait, they hit the lowest defense enemy unit, and this is advantage or disadvantage depending on the stage/situation, in this case, most of the time it's fine that they do so, but the problem begins when the conductors drain the nodes, the Deadeye's will never stop attacking the nodes as long as the nodes keep getting drained. We mitigate this problem with Scene and defeating them fast.
After defeating the first Conductor, Scene's summon is deployed to the right of Kroos so it can hit the node, and it's activated again to the passionate variant to give Speed to the enemies to defeat them faster, activating it again for the ATk boost. If this is not done, Kroos will leak the mobs of the top due to her skill ending a low crit chance. We can't relax yet as we charge Kroos skill with the device an also damage the Cellists of the bottom while we wait for the other conductor, her skill is activated once the two Wind Players spawn as inflicting heavy damage before they move is necessary. Once the song variant is changed to passionate, Kroos gets a massive ASPD boost to finish one of the Wind Player just before the Device changes positions, and a Scene summon is deployed so it can bait as much hits it can from the Conductor, as in the CM they have almost the double of ATK from NM.
We fast forward to the last wave and the hardest. Like I said before, this clear relies entirely on the event mechanics, but it not only relies on that, but also on some goofy ahh Manticore RNG. If you have watched closely the video, you've probably noticed that it's actually a bit scuffed (kinda on brand I guess) with some pauses here and there, so the clear it's not a perfect step by step. If I wanted to clear it perfectly (I tried I swear), Manticore would have to Dodge on the last wave almost every single hit of the Conductor until it defeats every enemy except the conductor itself an the two Wind Players, and as you can see, this didn't happen in the video.
Having explained what should've happened, we come back to the Last wave and the two conductors. Like I said, it's the hardest part and Manticore has to do some damage before she dies, it's important that she at least she doesn't get one-shotted. The two conductors cast their skill on one single Tuning Node, and we take advantage of it, by deploying April earlier, we make sure Kroos doesn't get distracted with mobs and hits the Node so it can be activated just before it changes to the melancholic variant even though the next "natural" variation is also the melancholic one, this is done so we can get the ATK buff and also avoid the drain of the conductors, as in this part we have to activate the nodes almost frame perfect in some tries or the entire run fails.
Just before it changes to the passionate variation, the node is activated again to get the ASPD buff and the Device is deployed OUTSIDE of Scene's range in order to defeat the last Cellists and one Wind Player, dealing damage to the other one as well, ad retreating April for some emergency situation (this clear kekw). Once the last variation is on, the device its activated to reduce the Speed of the enemies and Lunacub can defeat some casters. Because this clear is not perfect, the two conductors are still alive and the variation has to be changed again, and I'm going to be honest with you guys, I was lucky asf with the Kroos crits at the end, being able to damage the top conductor enough so it could be defeated with one firewatch hit and the bottom conductor losing the HP buff with his variation being off, April comes in clutch for that exact emergency scenario that I mentioned before, defeatting the last enemy.
That's a lot of text ngl, I you have read until here, reply "Mucho texto" and you can stop here, EX 6 is not really interesting but I'm still goin to explain the stage just because (it's 5 AM please help).
EX 6: Well, the stage opens charging the node so April can damage the Cellist. After deploying Firewatch, the node is activated again so she gets the ATK buff and firewatch defeats one of the Trumpeters, as the CM gives them a lot of HP and ATK, the pressure is reduced a little bit with one down before Kroos skill charges. The variation is changed again so April finishes up the Cellist, Firewatch gets the ASPD and the Tuner doesn't get a shit ton of ATK, melting Heavyrain. This clear initially was also intended to be a 7 op, but it was here where the problems named Wind Players began, and so I had to bring Scene to avoid leaking. After the three wind players are defeaed, the variation is changed again to slow the Trumpeters a bit and give ASPD to my units. The variation changes other two times, the latter to passiones after April is deployed so she can deal damage to the cellist. After the Wind Players get baited real hard with Scene's summons, The last wave of enemies are only Trumpeters, and even though there's 15 of them, they represent no threat to my units and get defeated slowly but surely.
I'm going to develop a little on this later, on a edit, not sure if anyone gonna read tho, gn.
That EX-7 was a nice clear. I had to get creative due to the insane attack of the ranged guy and brought Horn, Firewhistle, Typhon, Exu, and nightingale in order to beat it and it was pretty close. Seems I need to revisit my 5 stars.
Interesting niche
Fun clear! It's nice to see what others can do with Lunacub that I cannot lol
Lunacute spotted 🐺💖
What is the thumbnail 😂😂😂
The thumbnail of all times
@@DarkSoldier2140 fr 😂
My goat can't be a league player. Unsubscribed 🧢
Also 2 views in 27 minutes bro fell off.
I'm not a league player.
Also, we're barack