WetTheSystem

Daytona MD2 Floor Guide

Nov 29th, 2021 (edited)
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  1. Daytona MD2 Floor Guide
  2. 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
  3. 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
  4.  
  5.  
  6. F1:
  7. T1: Use Crocodine Delay, 1C
  8. T2: Transform both Daytonas, use HCotton w/ Kouryu equip, Transform Touya, 1C and save Lights
  9. T3: 1C
  10. T4: 2 Light TPAs + 1 Light combo, or 2 Light TPAs + 2 Dark TPAs to guarantee kill on one of the knights
  11. T5: Transform both Daytonas, save at least 4 light orbs
  12. T6: AFUA light knight if needed, conserve darks in case of Light Moltdra with dark absorb
  13.  
  14. F2:
  15. T1: Touya, 1 Light TPA + 1 Light combo. No Dark TPA
  16. (If Dark Absorb): 5 match Lights and Dark TPA
  17. T2: Kill and heal enough to be ~60% HP
  18.  
  19. F3:
  20. T1: If not ~60% HP then make sure to heal hard. Combo out
  21. T2: Boarhead, kill
  22.  
  23. F4:
  24. T1: Kill
  25.  
  26. F5:
  27. T1: 1C
  28. T2: 1C
  29. T3: 1C
  30. T4: Kill. 2 Light TPA to be sure.
  31.  
  32. F6:
  33. T1: Knock to Super Resolve
  34. T2: Kill
  35.  
  36. F7:
  37. T1: HCotton, 2 Light TPAs guarantees kill. Try to save 4+ Light orbs and hearts for next floor
  38.  
  39. F8:
  40. Orochi:
  41. 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.
  42. T2: Kill. 1 Light TPA + 1 Dark TPA
  43.  
  44. Tsukuyomi:
  45. T1: 5 Light blob + 1 Dark TPA. Be aware she will change left/right columns to blue/darks
  46. T2: Kill. 1+ Light TPA and combo
  47.  
  48. F9:
  49. Nut:
  50. 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
  51. T2: Use Amaj active, combo and kill. Dark TPAs are especially potent because of Amaj. If not enough lights take advantage of 100% shield.
  52.  
  53. Osiris:
  54. 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%
  55. T2: 5 light blob + 1 light combo and 1 dark TPA + 1 dark combo when green to get in under 2.0B void shield
  56. T3: 5 light blob + 1 light combo and 1 dark TPA. A perfect board can do as much as 10B damage.
  57. T4: Finish him off. You can use HCotton as a backup but 50% chance to lose next floor.
  58.  
  59. Nepthys:
  60. T1: Combo to stall the light absorb
  61. T2: 5 match light blob and combo. (If you have 2 Dark TPA you can consistently 1 shot)
  62. T3: Kill. 1+ Light TPA and combo
  63.  
  64. F10: (If not cycling HChakeol already start here or risk over charging)
  65. Indra:
  66. T1: HCotton, no Daytona, combo hard (dead w/o hcotton or lucky light skyfall). Burn other Amaj if you encountered Nut.
  67. T2: swipe
  68. T3: 1C
  69. T4: 1C
  70. T5: Kill. 2 Light TPA and combo out.
  71.  
  72. Vritra:
  73. T1: Do board setup for 1 light TPA, blob everything else.
  74. T2: Hit hard and knock to about 30% HP
  75. T3: Kill as long as ~35%, otherwise chip with 5 light match.
  76.  
  77. F11:
  78. Light Wee Jas:
  79. T1: 5 Light Blob + 1 Dark TPA plus combo
  80. T2: 1 Light TPA + 1 Dark TPA (be aware of time down, and you can't use Touya)
  81. T3: 1 Light TPA + 1 Dark TPA
  82. T4: 1 Light TPA + 1 Dark TPA
  83. T5: 1 extra turn before execute
  84.  
  85. Green Wee Jas:
  86. T1: 1-2 Light TPAs. Do not Dark TPA unless you have enough to do 2.
  87. T2: 1-2 Light TPAS. Dark TPA to be sure. (be aware of time down, and you can't use Touya)
  88.  
  89. F12:
  90. Metatron:
  91. T1+: Kill her, beat her test
  92.  
  93. Paimon: HEAL HARD OR DIE TO NORN PREEMPT
  94. T1: 5 Light blob + 1 Dark TPA and heal hard if stalling. (you may still have GWee Jas time down which sucks).
  95. 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).
  96. 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%
  97. T4: Hcotton, kill
  98.  
  99. Eschamali: HEAL HARD OR DIE TO NORN PREEMPT
  100. T1: 1-2 Light TPAs, do not Dark TPA. This should knock to ~51%.
  101. T2: Kill, if knocked below 50% remember to not Dark TPA.
  102.  
  103. F13:
  104. Norns are Free. Kill in 2 turns. You can begin cycling Touya as you want at this point.
  105.  
  106. F14:
  107. Planars are Free. Kill in 3 turns. Use TPAs of Light/Dark to clear unmatchable.
  108.  
  109. F15:
  110. NEVER CONSERVE HEARTS AND MAKE EFFORT TO CLEAR ALL HEARTS, DARKS and GREENS
  111.  
  112. 2 Light TPAs + 1 Dark TPA = ~46.2% damage
  113. 3 Light TPAs + 1 Dark TPA = ~49.6% damage
  114. 2 Light TPAS + 2 Dark TPAS = ~58.9% damage
  115. So possible to 2 shot. Do NOT accidentally knock her to below 50% on first hit.
  116.  
  117. If she puts up void shield you same damage control as other 2.0B void shield floors:
  118. - 5 Light blob + 1 Light match + 1 Dark TPA
  119.  
  120. Use HCotton if Needed before Execute
  121.  
  122. F16:
  123. All Milles play about the same, but have different things that make them painful. Just make sure to keep clearing the board.
  124. T1+: Grind it out, heal up, keep Chakeol cycled.
  125. You have 1-2 HCotton actives to save yourself. After that its dead if you get a bad board. :(
  126.  
  127. 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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