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- Daytona MD2 Floor Guide
- Team Concept: Abuse Daytona's superb damage control and the advantage light has in general along with his ease of use and high top end damage
- Floor Guide assumes using Daytona on a system unless other wise noted, and also assumes healing adequately and conserving light orbs not needed to clear the floor
- F1:
- T1: Use Crocodine Delay, 1C
- T2: Transform both Daytonas, use HCotton w/ Kouryu equip, Transform Touya, 1C and save Lights
- T3: 1C
- T4: 2 Light TPAs + 1 Light combo, or 2 Light TPAs + 2 Dark TPAs to guarantee kill on one of the knights
- T5: Transform both Daytonas, save at least 4 light orbs
- T6: AFUA light knight if needed, conserve darks in case of Light Moltdra with dark absorb
- F2:
- T1: Touya, 1 Light TPA + 1 Light combo. No Dark TPA
- (If Dark Absorb): 5 match Lights and Dark TPA
- T2: Kill and heal enough to be ~60% HP
- F3:
- T1: If not ~60% HP then make sure to heal hard. Combo out
- T2: Boarhead, kill
- F4:
- T1: Kill
- F5:
- T1: 1C
- T2: 1C
- T3: 1C
- T4: Kill. 2 Light TPA to be sure.
- F6:
- T1: Knock to Super Resolve
- T2: Kill
- F7:
- T1: HCotton, 2 Light TPAs guarantees kill. Try to save 4+ Light orbs and hearts for next floor
- F8:
- Orochi:
- T1: If you didn't save 4 light orbs then use HChakeol and start looping her now. 1 Light TPA and combo. Dark TPA if possible and conserve extra lights.
- T2: Kill. 1 Light TPA + 1 Dark TPA
- Tsukuyomi:
- T1: 5 Light blob + 1 Dark TPA. Be aware she will change left/right columns to blue/darks
- T2: Kill. 1+ Light TPA and combo
- F9:
- Nut:
- T1: 2 Light TPAs or 1 Light TPA and 1 Dark TPA (Careful not to push into execute but definitely knock below 50%). Be aware you will not have Daytona active next turn
- T2: Use Amaj active, combo and kill. Dark TPAs are especially potent because of Amaj. If not enough lights take advantage of 100% shield.
- Osiris:
- T1: If you have 2 light and 2 Dark TPAs on board it is possible to one shot him if you skyfall into 10C. Don't go for it other wise. Do not knock below 50%
- T2: 5 light blob + 1 light combo and 1 dark TPA + 1 dark combo when green to get in under 2.0B void shield
- T3: 5 light blob + 1 light combo and 1 dark TPA. A perfect board can do as much as 10B damage.
- T4: Finish him off. You can use HCotton as a backup but 50% chance to lose next floor.
- Nepthys:
- T1: Combo to stall the light absorb
- T2: 5 match light blob and combo. (If you have 2 Dark TPA you can consistently 1 shot)
- T3: Kill. 1+ Light TPA and combo
- F10: (If not cycling HChakeol already start here or risk over charging)
- Indra:
- T1: HCotton, no Daytona, combo hard (dead w/o hcotton or lucky light skyfall). Burn other Amaj if you encountered Nut.
- T2: swipe
- T3: 1C
- T4: 1C
- T5: Kill. 2 Light TPA and combo out.
- Vritra:
- T1: Do board setup for 1 light TPA, blob everything else.
- T2: Hit hard and knock to about 30% HP
- T3: Kill as long as ~35%, otherwise chip with 5 light match.
- F11:
- Light Wee Jas:
- T1: 5 Light Blob + 1 Dark TPA plus combo
- T2: 1 Light TPA + 1 Dark TPA (be aware of time down, and you can't use Touya)
- T3: 1 Light TPA + 1 Dark TPA
- T4: 1 Light TPA + 1 Dark TPA
- T5: 1 extra turn before execute
- Green Wee Jas:
- T1: 1-2 Light TPAs. Do not Dark TPA unless you have enough to do 2.
- T2: 1-2 Light TPAS. Dark TPA to be sure. (be aware of time down, and you can't use Touya)
- F12:
- Metatron:
- T1+: Kill her, beat her test
- Paimon: HEAL HARD OR DIE TO NORN PREEMPT
- T1: 5 Light blob + 1 Dark TPA and heal hard if stalling. (you may still have GWee Jas time down which sucks).
- T2: 5 Light blob + 1 Dark TPA and heal hard if stalling. (If you have both cottons you can use her save you from poisons).
- T3: Latest turn you should need to stall for artemis equip. Artemis, Daytona, and combo hard because you will probably die if you don't knock below 50%
- T4: Hcotton, kill
- Eschamali: HEAL HARD OR DIE TO NORN PREEMPT
- T1: 1-2 Light TPAs, do not Dark TPA. This should knock to ~51%.
- T2: Kill, if knocked below 50% remember to not Dark TPA.
- F13:
- Norns are Free. Kill in 2 turns. You can begin cycling Touya as you want at this point.
- F14:
- Planars are Free. Kill in 3 turns. Use TPAs of Light/Dark to clear unmatchable.
- F15:
- NEVER CONSERVE HEARTS AND MAKE EFFORT TO CLEAR ALL HEARTS, DARKS and GREENS
- 2 Light TPAs + 1 Dark TPA = ~46.2% damage
- 3 Light TPAs + 1 Dark TPA = ~49.6% damage
- 2 Light TPAS + 2 Dark TPAS = ~58.9% damage
- So possible to 2 shot. Do NOT accidentally knock her to below 50% on first hit.
- If she puts up void shield you same damage control as other 2.0B void shield floors:
- - 5 Light blob + 1 Light match + 1 Dark TPA
- Use HCotton if Needed before Execute
- F16:
- All Milles play about the same, but have different things that make them painful. Just make sure to keep clearing the board.
- T1+: Grind it out, heal up, keep Chakeol cycled.
- You have 1-2 HCotton actives to save yourself. After that its dead if you get a bad board. :(
- For B.Mille save Cottons until you get hit with light unmatchable so that you can guarantee 4 darks and do as much damage as possible.
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