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For example, in my last run I started with Leyryn and Ilya, to focus on discarding cards, small hand sizes, and cycling. Then got Joey to be mostly healing with occasional burst from self destructing healing drones, and Lian for damage, some mitigation, and stuns.
If you are just going with 4 completely random characters every time then yeah you might have trouble with the hardest content.
Second, CW requires the most tactical approach for several reasons:
- There're only 5 enemy patterns. Each has its own miniboss and what they do (aside from targeting) is 100% predictable on turn start.
- Because of auto-rez at fight end, you are encouraged to tactically sac units.
- Basic skills becoming class skills means you don't have to fully draft and if you know every person's kit, you can gamble on getting a skill you wanted but weren't offered.
- Only 2 normal fight + boss means you can portion your consumables for fights. You should actively be thinking about consumables & scrolls to bring to CW.
- Same boss every time means you know what specific things your comp wants before going in. If you don't have confidence, just don't go in and carry the triangle to the replay screen.
- The numbers vomit means you actually have to manage your health and that you can't build comps that spend 2 turns just on setup. It does suck when you open with both blood mists though. You get healing after each battle for a reason.
If anything, White Grave has more bs because there's basically 0 counterplay against Deathbringer & Snow Golems aside from kill them fast or hope your dps doesn't get nerfed dmg & miss/stunned to oblivion.
For reference, I have cleared CW with everyone multiple times; if you join the Discord, you'll find that most people who've been playing since early access for a long time have done the same and usually go CW every run.
Btw, every team comp, (even 4 dps or 4 tanks) can beat max difficulty CW and PM but some comps are more reliant on getting good luck with loot/drafts.