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- Tangle Wood (Growth/Fireball)
- Whirlwind first three fights, run from everything else
- First flower; give torch to Matt, sb all except torch/ground (sets up TB fight later)
- Get bramble seed after first flower (super important)
- Tangle Bloom: Torch/Ground, Ramses/Tiamat (not Cybele!!!!)
- Patchers Place (Move/Fireball)
- No to flint
- Swap matt/karis
- [Safety] Get elixir from under the bridge
- Don’t get forge until after psynergy training ground
- Left corner for ‘boss’ fights
- Venus section: change psynergy to whirlwind/fireball
- Don’t flip third arrow!!
- Jupiter section: after tongue, change to move/fireball
- Move once platforms start moving
- Mars section: if waste a fireball, recover some PP with tyrell before entering DD fight
- Dim Dragon: Growth/Earthquake/Fireball
- Get oil drop from behind green guy in south house
- Carver’s Camp (Move/Fireball)
- Run from fights except listed below, Skip Gust
- Fights: Apes, more than 1 wolfkin cub, Hobbles:
- Whirlwind/EQ/Fireball
- [Safety] First screen of mountain climb, grab mint (takes 33sec)
- Don’t save the kid!
- Shouldn't be fixing djinn, chill should go to matt
- Fever (clear patch of land left of mountain), Def/Atk/Chill (rainbow)
- Don’t fix djinn + [risk] try not to heal until flower, also hotkey whirlwind to R
- Djinn: K: V, M: Me, T: Ma
- Cure with Karis – avoid using psynergy crystal unless essential
- Konpa Ruins (Move/Whirlwind)
- Fights: Everything: F Bolt (L)/Def/F Wall (R)
- Skeletons: F Bolt/Thorn/F Wall (no need to target)
- Elven shirt in second ‘flower’ puzzle, can be put on Tyrell for faster fights
- Can get the shirt after pushing first pillar down if quick
- If not on Tyrell, Equip Elven Shirt (MATTHEW) and Grip Crystal at same time
- [safe] Give Mint to tyrell
- Also hotkey Grip/Fireball
- Retreat after fire
- Stay healed, care for skeletons
- Won’t be able to rainbow amazes
- Ambush:
- SB (A) everything except for Chill (on Matt)
- Elven shirt to Matt if on Tyrell (needed to limit Ambush to 3 attacks in optimal scenario)
- [Safe] Elixir to Tyrell
- T1: Bramble (C)/Ramses (R)/Kirin (C) (IMPT: Ramses R!!!)
- T2: Oil Drop (C)/Chill(L)/Anything
- Problems: Tyrell/Karis slowed (use Mercury with Matthew in these cases)
- Tyrell/Karis stunned: Elixir with Matt (maybe heal with Tyrell?)
- Matt stunned: sigh
- Distribute any weasel claws to Tyrell/Matt in case Karis gets stunned
- Pillar puzzle: right, bottom, left
- Heal on wiseone if someone died (30 sec)
- Passaj (Grip/Fireball)
- Fights: Mob levels: 10 other than Harpy (11), Troll (11) and Hobblegobs (12), start running at 10?
- Most things: Plasma/EQ/Def/Prism, Drop EQ if <3 enemies (not hobgob) and target
- Pixies: Plasma/Def/Def/Def
- Only fight mobs of three unless situation is dire
- Elven shirt to Rief (agility cieling for mobs is ~52 agil)
- Djinn: K: Me, M: V, T: Ma, R: Ma
- Note: if running then Karis in base class is probably best, so SB where needed.
- Harapa: sell psynergy stone, buy max khiren water, get cinder and oil drop
- Move to L after first Move
- X into spam A gives WW
- Brick: Prepare SB all, set venus
- Plasma/Def/Tiamat/Nereid
- SB Brick after so Rief keeps prism
- Get bramble seed from bottom box on the way out
- Ayuthay (Move/Fireball)
- Grab ether en route to Kaocho (west of Kaocho near waterfall)
- Ether: SB all, set Me
- Prism/Ramses/Tiamat/Def (Cybele takes forever...)
- Grip from Stairs, Get steel from Kaocho (after Ouroboros) and set whirlwind to L
- Go right with second raft dammit
- Show blue general the letter
- Right/Left/Right to get to tree room
- In tree room play flute [don’t need to talk to tree]
- Same for sand prince
- Sand Prince
- Djinn: swap Flower (K) with Chill (K) then swap for Forge (T), Sleet (K) give to Tyrell, Cinder (T) swap with Bark (R)
- Summary: K: Forge + J, M: 2V+Chill, T: Sleet+1V+Bark, R: 2Ma
- SB all, Set Mars (except forge) + Bark + Ether
- Bramble seed to Tyrell
- Heal before fight if necessary (after djinn menu for based fresh breeze)
- Eruption on Karis kills her
- T1: Plasma/Judgement/Bark/Nereid
- T2: Breeze/Spire/Bramble Seed/Prism
- T3: Breeze/Chill/Sleet/Prism
- T4: Defend/Defend/Defend/Nereid
- Barai Temple: (Whirlwind/Arid)
- Post Sand Prince Menu:
- Items: Elven Shirt (R) to Tryell, Sand Prince (K or M) to Tyrell
- Djinn: Flower (K, set) with Bark (T), Sleet (T) with Steel (M), Flint (M) with Fever (T), SB Bark
- K: Forge (SB)+J, M: 1V+2Me, T: 3V, R: 2Ma
- Standby Mars djinn
- Arid Heat to R
- Fights: Def (plasma for lizard men)/Def/Arid/Def
- Run from as many things as possible, fight hydras since they're EXP efficient.
- In waterfall room, left for Kimono (Karis) then Right to proceed
- After first douse, hotkey it to L over WW
- Surge: SB Mars (if not already) Tiamat/Def/Arid/Def
- Pipe puzzle: left first!!!
- Run into stream to fall down
- Can weigh the left side down from the right platform
- Hotkey WW to L while Retreating after Insight Glass
- Get breath
- Generals
- Setup: Surge (K) trade Breath (R), Forge (K) trade any V (M), Any Ma (R) trade with any Me (M), Bark (T) with any J (K), Swap Rief/Amiti
- K: 1J+1V+Bark, Matt: 2Ma + 1Me, Tyrell: 2V+1J, Amiti: 3 Me
- Set all V except Bark and J djinn.
- Khiren water on Tyrell if not max PP
- T1: Bark/Judgement (L)/Arid Scorch (R)/Boreas (R)
- T2: Plasma (L)/Def/Arid (R)/Def
- Djinn recovered: K: 1Me+2J (SB Me), M: Bark+2Ma, T: 3V, A: 3Me, use Avoid
- If fireworks used on Tyrell (i.e. breath SB) then defend with Karis T2 and use another offensive psynergy with Amiti
- Ourouboros (Whirlwind/Arid)
- Cant run until level 13+
- Fireball to R after first Fireball
- Salamanders: Prism or Plasma/Mad Growth/Arid Scorch/Diamond or Deluge
- Otherwise fights are straight forward, do fight big parties because people can die
- Vortex puzzle: move to R
- Vortex: Judgement with K
- Retreat after Sol Mask
- Buy Kaocho Dumpling to get Lava
- Avoid, Avoid to R
- Passaj 2/Ice Queen (Whirlwind/Avoid)
- Get Zol Ring after Sol Mask (Top Right, Top Left, Bottom Right)
- In Harapa Ruins, right ice path side, don’t go across ice until statue is moved!!!
- Ignore serac
- Puzzle: URDLU then easy
- No then Yes to Ice Queen
- Ice Queen:
- Rief swap for Karis
- Bark to Rief (main party), Zol Ring to Tyrell, (Oil Drop to Karis)
- Djinn: Chill (R) for Bark (T), Vortex (K) to Tyrell, SB all all Ma, V except Bark and 4 Me (not T)
- T1: Bark/Judgement/Meteor/Boreas
- T2: Oil Drop/Defend/Arid Scorch/Defend
- Ply Well T1 does need extra psynergy, probably a def/psynergy/arid/def turn
- Clouds of Passaj (Whirlwind/Move)
- Zol ring to Amiti, use frost then retreat
- Djinn: K: J, M: Ma, T: V, A: Me
- Use the Inn in Harapa to end Harapa night
- [Can buy more Khiren water if feeling scared; almost always not necessary]
- After psynergy stone, go as fast as possible to dodge ball (careful I think it's on a global timer)
- Shouldn’t need delays for the other balls
- Use stylus on big staircase
- Craggy Peak (Whirlwind/Grip)
- Go left first (shouldn’t need to use Wise One)
- Do not walk in front of the mirror dammit
- Interior: (expect 14/15/14/15 levels in party)
- Fights: Try to run from small mobs. Chimeras weak to Merc, Plasma/Def/Arid/Frostbite will clear all mobs, AS/FB will kill single target except Chimera
- Chimera are best EXP farm
- Wise One run takes 33 seconds
- Pot [go left to use grip] (left)
- Gemini Room: Move over Whirlwind (left)
- Aeris Room: (go left after)
- Girl room, then Scales (keep going left)
- Pisces room (go straight to grip) (left)
- Tauros Room: (fireball over move) (go RIGHT)
- Scorpio Room: Move scorpio left, up. Then top left block: right, down. Get Vambrace (?)
- Keep going right
- Cancer, Aeris, Sagittarius (all right)
- Get pure J on K, V on T and Ma on M in menu before Doldrum
- Doldrum: Judgement (Karis)+Frostbite
- Arrow Room: Grip from the left side, then retreat
- Can run most of the time before Te Rya @ Level 14-15, probably worth for small mobs
- Teppe Ruins (Fireball/Grip) [fight parties of size 3 or larger]
- Te Rya: Stay on lowground to get to rightmost house (else, Sveta cutscene!), then left to house w/ snow on roof, ignore djinn (fury)
- Go into left cave before Teppe – grab water of life from chest
- Teppe 1: Ignore djinn, DONT GO UP!!
- Wyverns: Plasma+Arid (if 2, need to attack the non-targetted one with matt)
- Dreadhounds: Plasma (L), Arid (L), Frostbite (R)
- Bottom left drop
- Cold snap over fireball
- Get vine
- Sirocco (Cold Snap/Grip)[fight if parties are 3+]
- Fights:
- Frostbite+stuff
- Average x2 fail before success in running. Everything is poor EXP. Best EXP density is Phantasmal Bog
- Talk to band member, get spout, leave belinsk
- After pirate cutscene in border town, go left into the bridge to grab sirocco, SB sirocco
- Port Rago (Cold Snap/Grip) [fight if parties are 3+]
- Get Weasel Claw from barrel left side of high ground
- Fights: Frostbite+plasma
- Set move to L over Cold Snap when moving box
- Ignore Coral
- Sludge (Move/Grip) [take all fights]
- Get bramble seed from north barrels, weasel claw from eastern barrels, then second floor herb shop
- Fights:
- Plasma/Def/Arid/Frost, dropping plasma for creepers and spiders
- Chimera Mage (381 HP): Everything and the kitchen sink
- Hotkey cold snap over move when arid’ing the leaf
- Ignore Glare, and hence ignore frosting the puddles
- Sludge:
- K: J, M: Ma, T: V, A: Me
- Give Doldrum (K) to Matthew
- Zol ring to karis
- T1: bramble (S)/weasel (S)/ bark/weasel (Haunt skull)
- T2: thor/doldrum/meteor/boreas
- T3: judgement
- Kolima Forest (Cold Snap/Grip)
- Get ninja garb from second floor of inn
- Don’t hotkey growth in Kolima!
- First crush; equip to Tyrell, hotkey over Grip, fix djinn, zol ring back to Amiti, Ninja Garb to Karis
- Get Teardrop
- Talon Peak: (Cold Snap/Crush)
- Fights:
- General: Tornado/Def/Arid/Frost
- Gryphons: Tornado (L)/Anything (L)/Arid (R)/Frost (R)
- Gryphons are EXP dense, Dirty Apes somewhat.
- Don’t move the pillar all the way left!!
- Slap Glove + Grip (over Cold Snap) when needed
- Mountain Roc:
- SB all, set Doldrum + all V djinn on Tyrell
- Swap Rief over Tyrell, Bark (set) to Matthew
- T1: Thor/Doldrum/Boreas/Boreas
- Swap Tyrell over Rief
- T2: Jupiter/Bark/Meteor/Frostbite (can risk not using bark)
- [safe] Get Wisp from Sana before progressing to Kolima forest, change T2 to Atalanta/Def/Meteor/Def
- Belinsk 2 (Crush/Grip)
- Retreat immediately after Magma Orb (skip puff)
- Go back through Kolima; run from everything after Talon Peak area, avoid threshold 21-22
- Wisp from Sana
- Play Prelude
- Swap Sveta and Matt, swap djinn between Sveta and Amiti
- Chasm: Def/Thor/Thor/Def
- Mad Demon/Aqua Hydra are EXP dense.
- Move over Grip for Chess puzzle
- Final puzzle: Merc top Right pillar, then anticlockwise planet order
- DONT JUMP ON MERCURY, SLAP ON VENUS
- Blados/Chalis
- 5J on Karis/Amiti, Doldrum on Karis, vine to matthew (should be on rief), sb all, set one on sveta, vine, chasm and doldrum
- Matt over Karis
- T1: Vine/Thor(B)/Chasm/Boreas (C)
- Karis over Amiti
- T2: Judgement (C)/Thor (B)/Meteor (B)/Doldrum (B)
- If Shadow Shield T1, psynergy should clean up T2, T2 need psynergy + summons.
- If lose someone T1 (e.g. punish) then summon as close as possible to the above + powerful psynergy
- If Haures strat: T2: Thor (C)/Haures (B)/Haures (B)/Doldrum (B) will kill after T1 Shadow Shield.
- Post-Luna Tower (Crush/Move)
- Hotkey whirlwind to L, Move to R
- Get eclipse, not crystallux
- Torrent before shade skorponas
- Party: Karis/Sveta/Tyrell/Amiti
- Skorponas: Tornado/Shine Plasma/Arid/Frost
- To Harun (Blank/Move)
- Eoleo is super deadweight
- Sea fights: Lizard/Harridan/Gillman net ~1k EXP each. Not super worth but worth considering.
- Fights:
- Tornado/Shine Plasma/Arid/Frost
- Warrior Hill – (Blank/Move)
- Everything except Bulky Bugmen are EXP dense.
- Set crush to L when possible
- Do warriors hill through to activating the eye room then retreat
- Get Chain after 2nd tower rise
- Chain: Def/Thor/Thor/Def (after setting J djinn only Sveta/Tyrell outspeed chain)
- Now do Harun channel [don't talk to Ihan after returning to Harun village]
- Then return for the eye (saves 9 seconds) (run out don't retreat out after getting eye)
- Himi (Crush/Move)
- Get Kite after Uzume’s tomb
- Set up Himi/Party after Kite
- Ninja Garb to Himi (maybe to Sveta?)
- [?]Buy 2 psynergy crystals from herb shop in Yamata
- ROUTE CHANGE
- Gaia Falls Cave: (Crush/Move)
- Monsters are EXP dense. Trolls can be killed if focused. Lizards will take 2 turns.
- Grip over Move when needed.
- Grip chest = umbra gear, growth chest = mimic DONT FIGHT IT
- Get shell then backtrack (don’t retreat!!)
- Lonely Island Ruins: (Slap/Grip)
- Swap in second party at eclipse world and try to run from all fights until they’re dead
- Fights need all psynergy probably
- Soldiers weak to Venus, otherwise use Jupiter
- Left door correct path
- Burning Cave: (Slap/Grip)
- Run from boat fights
- Stuff weak to Jupiter mostly
- Go right upon entering cave
- Thermal to L after first Thermal
- Die outside Burning Cave to warp to Tonfon
- REVIVE ONLY FIRST FOUR WITH HIMI
- Snowdrift Shrine: (Thermal/Grip)
- Eclipse monsters: Need max psynergy, try to run from 1 monster
- Snowdrift monsters: Mid-tier psynergy, except Grislys (400HP+)
- Drop down second shoot
- Left, Right Left
- Iceburg Outpost: (Thermal/Grip)
- En route deaths are acceptable, as such run from everything
- Iceburg after the big one is cue to enter eclipse
- Go right when you get on the house!!!!!!
- Standby all djinn upon leaving and try your best to die! (defend or attack, not sure
- which is quicker right now)
- Tonfon: (Thermal/Grip)
- Revive with Himi
- Go through palace bullshit
- Grab all items (yay psynergy crystal)
- Equip:
- Sveta: Umbra Gear + Zol ring (?)
- Heal Himi’s psynergy with crystal
- Yamata (Thermal/Grip)
- Kill the stuff on the land, yes, even dirges
- Skip Sizzle
- Fights: weak guys: ~250hp, gryphon/plant 500~
- After red tablet, dodge the damn teleporter
- First puzzle: middle to left, right to middle, left to right (in this order)
- Second puzzle: left to middle, mid to left, right to right
- Grip when coming back!
- Endless Wall (Thermal/Grip)
- Fights:
- Everything is 500hp+ so full attacks
- Route this properly!!
- Hotkey Crush over Thermal at first chance.
- In second area, run around before doing the grips!!!!!
- Third room: go all the way left first
- Skull room: Eyes first, then forehead, then nose
- Use track... there are two possible paths
- Apollo Sanctum (Crush/Grip)
- Mars door: easy
- Jupiter door: chest = psynergy crystal, get it!
- Mercury: down first, move statue (no grip!)
- Venus: make disk roll first, [skip this] then climb down ladder to collect Aurora
- Apollo Lens
- Left, Right then Top!!!!! (quicker sol blade)
- Fights: Strong psynergy
- Djinn Setup: [remark; shouldn't order be like karis/sveta/amiti/himi or smth?]
- Karis: 3J+3Me, Torrent is one of the Me djinn, Kite one of J djinn.
- Sveta: 5 V + any J (e.g. sirocco)
- Amiti: 5Ma + Shell
- Himi: Full V, incl Bark/Chasm/Chain
- Second party is just setup x3 Eclipse + Meteor.
- Rief: 2Me+3J SB
- Matt: 2Me+3J SB,
- Tyrell: 2Me+3J SB
- Eoleo: 4Ma SB + whatever else
- Items: (probably not optimal)
- Sveta: Umbra + Zol Ring
- Karis: Lady Moon's ring, Ninja Garb
- Amiti: Elven shirt + water of lifes
- Himi: Kimono
- Chaos Hound (Karis/Sveta/Amiti/Himi)
- Kite/Beastform/Shell/Weap Grace
- Torrent/Slam+Slam/Wish/Chasm
- Def/Slam/Frostbite/Chain (FB is in case of dmg range, if Vial T2 going to need another and use bark with Himi here instead)
- Chaos Chimera
- Retibution, djinn blast or a bad stun can just wreck your day here. Such is the life of speedrunning.
- Strategy:
- Himi weapons grace Sveta, then Chasm/Bark where needed
- Sveta spams speed punch where ever possible. Pack defence is useful when shit hits the fan. Try to avoid using Eclipse except when it will kill.
- Karis summons Eclipse where ever possible. Have Karis prepped with an Eclipse with Kite returning first to setup a double speedpunch on Sveta.
- Amiti Shell to complete Karis' first eclipse, has water of life, can use wish well when needed, swapped with other party members to summon eclipse
- Other party members; summon venus/ramses to refresh Himi's djinn
- Best case scenario fight:
- Eclipse/Beastform/Shell/Weap Grace
- [swap tyrell in for amiti]
- Eclipse/Speed Punch/Venus/Chasm
- [swap matthew in for tyrell]
- Eclipse/Speed Punch/Venus/Bark
- [swap rief in for matthew]
- Eclipse/Speed Punch/Venus/Chasm (Dead)
- One Shadow Shield warrants an additional speed punch.
- GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
- Djinn Times:
- Forge: 1:15
- Gust: 2:20
- Chill: 36
- Fever: 28
- Flower: 37
- Jolt: 1:41
- Cinder:55
- Bark: 50
- Ether: 40
- Steel: 42
- Breath: 42
- Surge: 1:07
- Vortex: 1:23
- Lava: 40
- Brand: 53
- Serac: 1:17
- Brick: 1:12
- Doldrum: 1:10
- Fury: 33
- Dewdrop: 1:38
- Vine: 27
- Spout: 55
- Gears: 1:05 without encounters (realistically 1:17)
- Sirocco: 31
- Furrow: 1:02 (realistically a lot higher)
- Coral: 1:33
- Glare: 1:20
- Garland: 40
- Teardrop: 44
- Puff: 1:20
- Wisp: 1:18ish
- Torrent: 45
- Pincer: about 1 minute if getting Crystallux
- Spring: 1:01
- Chain: 1:15
- Hemlock: 2 minutes in puzzle solving, then a fight
- Kite: 40
- Foam: too long
- Simoom: 2:11
- Flare: 2:08
- Brand: about 1 minute with lag
- Aurora: 35
- Haures: 1:30 + travel time from Belinsk to Boarder and back
- Haures Djinn:
- Cut Sizzle (get Aurora still?)
- Cuy Wisp (and hence puff); reroute Mountain roc
- Perhaps cut Surge? also need to reroute Mountain roc if doing this
- Brick is consistent 1:12, Furrow next fastest at 1:02 w/o encounters then Chain at 1:15 then Gears at 1:05 w/o encounters
- Brick gives +3 agil which is always nice
- Item Notes:
- Barrel under bridge: Elixir
- South House: barrel behind green shirt guy: oil drop
- Mint in Carver’s Camp (immediately right, need WW on flower) – Tyrell outspeeds Ambush 33 sec
- Amaze: Flash Bolt+Gust = Rainbow. ¼ chance of Weasel Claw
- Lucky Peppers: Carvers Camp (house, have to fall in chimney), Kaocho tea house, Harapa Ruins (near bone armlet), port rago inn stove, belinsk ruins left stairs (16 sec), iceberg outpost top box, endless wall
- Ambush: Atlanta/Bramble/Oil Drop etc.
- Weasel Claw/Bramble/Oil Drop
- Weasel Claw/Bramble/Weasel Claw
- Depending on 0,1 or 2 Claws
- Sand Prince:
- Bramble seed in boxes on the way down from Passaj
- Barai Temple: Can weigh left side down from right side!
- Vulcan Axe: 22
- Wise One takes 30 seconds
- Craggy Peak: Gemini Room: do left statue until you need to use move to move it, then do the right one
- Cancer Room: Grevious Mace ?
- Planet Armour = 14sec
- Weasel claw in port rago
- Weasel claw on left side of Kolima (barrel)
- Bramble seed north barrel in Kolima
- Great Axe: 18
- Sylph Rapier: 37 (without encounters)
- Note: Need to get Spout or Teardrop to use this strat, both gives Boreas
- Odd OOB points: block outside harapa ruins, all planets that you jump onto
- Note: use slap on VENUS. DONT JUMP TO MERCURY.
- Blados/Chalis
- 5J to Karis/Sveta – Sveta has doldrum/haze (set) everything else standby
- Rief or Tyrell – 4 Me (standby) + Bark or Chasm (yolo strat)
- Tyrell or Rief – 3Me (standby)
- Amiti: 4Ma (standby) + Chasm or Bark
- Matt: 5V, 4 standby
- T1: Thor/Judgement/Doldrum (Blados)/Chasm or Meteor (yolo!)
- T2: Thor/Bark or Chasm (swap in)/Haze (Karis)/Boreas
- If Shadow Shield T1 use other swap in to use Neptune.
- Claws take about 42 seconds to grab.
- Crystallux takes 4 minutes to get. Dark Devourer = x2 eclipse + judgement
- Gloom Skorpona – Thor with Karis, Meteor with Amiti
- Save 9 seconds by turning on gears then retreating, then completing warrior hill
- Coatlique takes 46 seconds to grab
- Lonely Island: Slap behind puddle
- Route change: Yamata > Gaia falls > Tonfon > Lonely Island (kill 2nd party en route) > Burning Island > Tonfon Death Warp 1 > Revive main party, not second > Snowdrift > Iceberg > Tonfon Death 2
- Gaia blade = 1:14
- After ambush, swap Tyrell and Rief djinn
- Get cinder from Harapa
- Get bark
- Get ether
- Get sap
- Fight sandprince (ether to Rief)
- Get breath
- Get Surge
- Don't fiddle djinn
- Generals:
- K: 2J + Bark
- M: 2 Ma + 1V
- T: 2 V + 1 Me
- A: 3 Me
- Vortex
- Lava
- Post Ei-Jei - Karis: J, M: Me, T: V, A: Ma
- Post-Eoleo
- K: J
- M: Ninja
- S: Ma
- A: Jupiter? Venus?
- Encounter notes:
- Clear mob in one turn: ~ 10s
- Run 4s~
- Run T2 7s~ if only using attack, if timewasting psynergy +3 sec
- In almost every instance, T1 fail run, T2 run is faster than fighting mobs =[
- Healing takes about 4s + 1s per additional party member.
- Chaos Hound fight starts when you enter the shadow of the Apollo lens
- Spread venus around – use rief to summon in Venus and swap amiti on turn 2,
- chasm with Sveta
- Water of lifes to Amiti!!!!!!!!
- Then Annhilation/Dragon (normally 3-4 turns) + Heal/Chasm where possible
- Chaos Chimera
- Djinn: H: All V (incl. Chasm), M: Disciple, S: all V, A: 6 Mars + Shell/Bark
- Himi x2 Weapon Grace on Matt/Sveta
- Matt: Death leap ftw, occasionally ramses/venus to free up himi/amiti for other things
- Sveta: Psynergy slam and pack defense where needed
- Amiti: Bark/Shell/Wishwell
- Everyone else: set up for Eclipse/Thor summons. (x1 Thor, x2 Eclipse)
- Also
- First chance swap in Thor summon
- Swap in other characters over Amiti on some off turns to summon Eclipse, etc.
- Pack defense can be super useful when djinn get raped
- Also also:
- Djinn blast is a bitch.
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