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Scar’s just too weak to reliably do anything against the wolf
attack the wolf and let red clash with the wolf (she'll probably lose all of them)
when you think you'll have enough damage to kill the wolf, kill both the wolf and the red
theyre too annoying to be let alive
i don't have to kill redhood because he always land last shot, so i don't know about other
hope this help
Also i recommend Kizuna+Remembrance passive for Gebura on this fight, some of you librarians will die 50-50 in later phase fights
-Have the Wolf and Red weaken eachother, kill BOTH in the same turn (so Red can't heal up and go on a rampage). Just to be safe, you may want to kill Wolf before Red. This is the easiest solution as Red is utterly incompetent.
(One alternative, though, is using up the Wolf's counters and praying Red uses a non-mass attack, especially with weak ranged jabs like the Ammo cards from the Thumb.)
-Should Red use that useless Catch Breach card, INTERCEPT IT. It's just free strenght-up for the Wolf otherwise. Not good. Or deal with the Wolf's counter-dice yourself. Either or.
-Consider bringing some pierce damage for phase 3 and 5, if i remember correctly. Or go all-out on pierce, perhaps.
-Power-stacking helps a lot on this realization, if you can cram in 2 or 3 power-increasing effects, do it. Of special note is using the Index Proxies here, and if you have it, Purple Tear's page. Ye olde Fervor + Wedge + Blade Unlock or such will do wonders.
-Use Red Mist E.G.O on phase 3 ideally, since it can be snuffed out by phase 2.
-Definitely abuse Myo's Prowess on Red Mist's page to get that sweet +5 power. Deck-wise, i went for x3 slash, x2 spear, x2 blunt, x1 Charge and x1 power-up. Though x3 spear might be adviced for this fight.
I have been using a meme floored deck that has been working quite nicely against last-ish content. I'm sure there's a thousand better picks of cards and passives but I ain't a min-maxer so don't expect instant wins.
You wanna give Gebura her Red Mist page, that's a must, and as some people say, put Myo's Prowess passive on her for the +5 power on infinite die, I also added Fervor from Liu Section 1 page for some extra power and with that spare point I went for Electric Shock from Mo's page for some potential paralysis you could squeeze. For her deck I went for:
2x Steel Knuckles, 2x Spear, 2x Level Slash, 2x Focus Spirit, 1x Onrush. But as people say, it might be better to trade one of Steel or Focus for another Spear for the later phases.
Then for three other people I went for a meme deck, for their Key Pages you can go for any of your best unlocked pages, if they have Slash resistance the merrier. As for their passives I go for something that gives me some sustain through the phases or emotion. My personal choice was Gloria's Page, Hubert's page and Yujin's page. As for their passives you can go for Boris' Grit, Cecil's Firm as a Great Mountain, Reindeer soldier's Reindeer Treatment and so on, just things that add some power as the battle progress or heal / recover stagger as you hit, like Valerie or Lyla's Health/Mind Hauler.
As for their deck, I went for 1x Unlock, 1-2x Class and Respect, 0-1x Deep Drag, 3x Clone, 3x Rapid Gashes. The idea of the deck is exhaust your clones as soon as possible in the realization, because they carry over to next phases, and get as many Rapid Gashes in hand as possible. Due to Rapid Gashes' passive that it's cost is reduced by each Rapid Gash in hand, you can lower it's initial cost 5 to cost 0 later on, allowing you to barrage the enemy with potentially good damage multiple times per turn, Unlock is there to get to Unlock III asap and get Light recovery and draw, so is Class and Respect for the Light. Deep Drag because 7 smoke on the enemy means 35% more damage, so try to trigger it the first thing in the turn (after Gebura) so your Rapid Gashes deal even more damage.
Then your last nugget should bring Nikolai's Key Page, as for passives give him Sayo's Battle Ready to try and get that 11 charge ready in turn 2 and then other passives for sustain or late scene combat, and other than that just bring good enough charge pages that give bonuses (Ready Up!) and replenish charge, if you can bring Disposal and use it smart you can have a really nice hitting card for a low cost.
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Things specific to the realization, Pierce/Blunt is quite important for the last phase, otherwise you will get blocked then. The feedback other people have given you here is really solid, and indeed the first combat is the most annoying one out of the whole realization (minus the last one), try to wear them down at the same time then finish them off on the same turn.
Hope my meme deck helps, good luck