Monday, February 20, 2017

One Shot 8 Guide


Cool beans for a blue tamazo.

Floor 1: Pengdra

Sweep.

Floor 2: Berry Dragons

Blue skill delays, and red full binds the team for one turn. Shouldn't be hard to sweep, they have 1m hp.

Floor 3: Dark Fairy

Preempt blind board. Spawns poisons and gravs the team 99%, will turn three poison orbs to mortal poisons ondefeat.

Floor 4: Xuanzang

Light: Don't leave any jammers on the board, else tank a hit.
Dark: Keep hp above 30k if hitting to under 30%, otherwise doesn't hurt too much.

Floor 5 Variant:

Path 1: Minerva - 6c and one shot before the combo shield is gone, turns the middle row to fires when the shield is up and hurts after the shield is down.
Path 2: Ceres - Throws binds and hurts quite a bit on chance. Heals to full if taken below 50%, else every 6 turns will do a 58k attack,
Path 3: Neptune - spawns hearts and poisons on the board, with increasing damage every turn.

**Prepare for a light 12k preempt before moving forward.

Floor 6: Nyadra

Nyadra don't hit too hard, just handle their preempts. Red is the worst, followed by green. Control your damage for resolves and deal with the bad orbs on the board if necessary, and it is high recommended to one shot the green one.

Floor 7: Tamas

Don't get bound and skill delayed. Sweep quickly or feel the pain, YomiTama skips turn to one shot you the next time.

Floor 8: Sopdet

Control damage, kill before the timer is done.

**10 preempt next floor

Floor 9: Satan

Shield > Bind > Kill

Floor 10: Grimoires

Path 1: Wood
Path 2: Water
Path 3: Fire
All lightly hit when above 50%, and then skyfall buff the first turn they are under 50%, then do 43k attacks and change an orb to a color, so beware of this point if you don't tank.

Floor 11: Liberty Geist

Moderately annoying if you don't one shot. Path 1 can safely delay if you have it, and you need to 6c. Path 2 and 3 should consider saving delay for Linthia/Volsung.

Floor 12: SoniaTamas

Green will one shot you the first attack it does, Red needs 6c. They all announce a kill move when under 40%, so prepare.

Floor 13: Meimei

Does Meimei board change, and has quite a high defense. Hits quite hard, so prepare to take hits if you don't one shot.

Floor 14: Lucifer

Do combos. Hit it for 18 damage over 2 turns.

Floor 15 Variant:

Path 1: Sevenzard - Clear poison from the board, hit it hard through the shield. Don't under damage and get it below 44%, so know your team's damage accordingly.
Path 2: Folklore - Keep health above 25k for the blind attack every 3 turns, to stall out the awoken bind. Kill when you are healthy, and heal after taking gravity.
Path 3: Shuten Doji - Knock under resolve slowly or quickly, then one shot. Alternates an absorb and a status, and one shots you when under 20%.

Floor 16: Khepri

Clear jammers if you can, control damage while the absorb is up. One shots you on the 10th turn. Doesn't hurt too much, but try to remain stable with the orb changes and column lock.

**Have a board change ready for Beelzebub next floor.

Floor 17: Beelzebub

Board change the poison, hits very hard. Try not to step into the floor with Awoken bind still up, and highly recommend one shot.

Floor 18: Hera-Is

Preempts skill bind, so beware if still Awoken bound from Khepri. Does moderate hits, so it is possible to stall here if you have good RCV. Binds the team when under 75% and 50%, and does a 100% gravity under 30%.

Floor 19: Preboss Pattern Variant

1: Gainaut - Preempts a fire row 2nd to bottom. Does some medium attacks with a side effect, with a fatal strike when under 50%, and another under 20% if you survived the first one.
2: Linthia - Preempts wood skyfall . Puts up a 400k immune damage shield on first turn. Recommend one shotting on the first turn, but you can stall with her massive hits If you can’t and have to whittle her down with the immune shield up. Puts up a combo shield when under 50%, then moves onto fatal hits.
3: Volsung - Do 5c. Does some massive hits and makes water orbs. If you can tank massive hits, feel free to go slow but otherwise move on from the floor quick.

Floor 20: Boss Variant

1: Gainaut - Massive hits and makes jammers on your board. Does fatal hits when under 50% and locks jammers, kill it before then with a hard burst.
2: Linthia - Awoken binds for 5 turns. Grodin is useful here, if you carried him throughout the dungeon. Delay with a good boost or a strong burst without needing awokens can work here as well. Hits fatal strikes every turn, and will kill you under 20%.
3: Volsung -  54% resolve. Does fatal hits all the time, and 99% grav and skill bind when taken under resolve. Have a delay or poisons to avoid this floor, or get killed. Kills you if taken to 0 above resolve.

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