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I don't think just pressing Win Rate and Damage will get me that far.
And I already read that guide and it expect me to understand half of what's in it which I don't!
The Inquisitors will start using Counter attacks at stage 8, which can easily lead to some of your sinners killing themselves due to their rather particular counter.
Win Rate will also make the Snake fight absolutely atrocious to fight given the beasts will easily go frenzy due to uncontrolled attacks and you could accidentally set off the snake inquisitor's poison passive, which will kill off your party.
Final Fight is a puzzle encounter so Win Rate is pretty much useless. It can go wrong very fast if the gimmick is not played properly.
Also take notes on what sort of attacks the enemy uses and what kind of passives they have. The descriptions of the attacks and passives will pop up in the abnormality page (once again accessible by right clicking) as the abnormality uses those attacks. Try using identities that are resistant to your opponent's attacks or can effectively clash them. Take note the base coin power and the additional coin powers of the skills enemy uses.
You should be using level 30 identities as enemies in this game mode have very high defense and attack ratings, often higher than your identities.
Base identities can be useful in this mode IF you can match them against enemies that are vulnerable to damage types they inflict. More powerful identities that are described in previous posts can give you an edge and speed up the run considerably. If you use a more powerful identity get it to level 30 and uptie 3 (or at least uptie 2) before you start a run, since you can't upgrade IDs when you're in the run without restarting it.
During early stages enemies won't hit so hard and you can use those stages to farm EGO resources as you whittle down enemies' health. Try to spread the EGO resources you farm fairly evenly, but prioritize PRIDE (dark blue) since it's used a lot in many starter EGOs. In later stages you can use starter EGOs to win clashes where your IDs aren't powerful enough and where a hit would either do a lot of damage or reverse/halt the progress of the fight.
But remember: if you're unhappy with how a stage went you can always just revert your RR progress back a stage and try for a cleaner clear. Feel free to experiment. Likewise if a battle is going poorly and you'd just rather start over just exit the battle and you'll be able to try again. You can attempt a stage as many times as you want with no penalty for doing so.
Here are some other general tips:
Here are some tips for some of the nastier fights. I'll throw spoiler tags over my strats in case you don't want the actual fights spoiled. The first time you do a fight make sure you inspect the enemies at the start of the fight and at the end or before you quit. Most enemies in the Railway have passives that make them tricky to deal with if you're not aware of them
Unfortunately these jerks are resistant or neutral to just about everything so it's kinda a slog to get through their HP.
The super glowy guys that show up in the third wave have a VERY annoying passive that lets them heal back up to full each turn. They can only do this three times though and spend a charge regardless of how much damage they take. You're not concerned about clear speed so I'd just suggest winning three turns of clashes and then just killing them once they're out of charges.
The snek-man is similar to the other mutated inquisitors in stage 8: win clashes to strip stacks. Make sure you win clashes against the attacks that make the snek gain instinct. Once the snek-boi loses all his stacks he goes AFK. I'm not kidding. At 0 stacks he stops doing anything meaning you're free to throw everything you have at the dogs for the next 3 turns or so. Once the dogs are dead start grinding through the snek shaped HP sponge using pierce or slash damage. You can avoid sending snek-boi into phase 2 (AKA poison-everything-mode) if you never break both arms. So when the boss staggers just focus your attacks on whatever arm is broken.
If you want to try using some units you don't have feel free to friend me. I have R Corp Heath and W Corp Don + Telepole Maxed. You can borrow any of my support units for the Railway but I'd suggest taking Don. Telepole gives Don 10 charge when used meaning you can use her very powerful skill 3 (Rip Space) safely as soon as you draw it rather than needing to generate charge manually over multiple turns and since the Railway lets you keep EGO resources between stages you can often use Telepole turn 1. If you get really lucky and start a fight with Rip Space in slot 2, well I think you get the idea.
My ID is V832827019
I see.
You know, it would have been nice if the whole thing is doable by just pressing "winrate" at the cost of having more turns beyond the needed amount of 120.
C'est la vie!....
I think that actually work with specific team comp, except about 4-5 gimmick stage
That will take a lot more time, I don't think it will be below 180 tho,
About the fish, the guide said that I need Slash which I don't have cuz the Robot messed 'em up. Something about targeting the arms or body? Something about a lser attack?
I'm confused.
I never fought the fish methodically before. I just spammed winrate to win againsts it in mirror and lux!
Bruh, I tried following your advice but for some reason, the fish always get to attack first and I keep losing clashes!
Funny enough, I resorted to the 'ole winrate+EGO spam and won!
What gives?