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1. Actually killing QP.
2. Surviving the Rampages.
3. Getting QP to Rampage enough times in the first place.
4. Surviving past chapter 40.
You have to craft your whole team around these 4 goals. Fail on one part and the run is essentially lost.
For the first 2, you'd be served really well by having 1-2 Avenger Mius, you get to the 6 HP threshold, she can consistently deal damage to QP, and her hyper is probably one of the most useful throughout the entire ordeal. A pure attacker isn't too great due to the sheer abundance of Seagulls potentially throwing 7s and usually not being able to take a single hit from a high rampage QP. They also can potentially kill QP earlier than wanted if she runs into them whereas an Avenger can choose to just die by hitting the evade button. Though I honestly haven't seen that be an issue. Fury is the one thing that can guarantee damage through QP's defense rolls which can be annoyingly high. You ideally want to kill QP as much times as possible before she rampages too much so having a more aggressive setup helps early on, but lack of supporting roles hurts later on where survival is the most pressing matter. Avenger Miu presents herself as the best of both worlds.
For a support, popular choices are characters with natural 6+ HP and NoName. Mixed Poppo presents herself especially well being able to draw excessive amounts of cards and generate far more stars. Being able to draw after turn 40 by being norma 4 and warping has been game saving.
This achievement is also one of the rare moments where having a high level Defender is actually a useful contribution. Bubbles help a lot for letting people survive rampages. I wouldn't recommend it unless your Defender is high enough to Guardian Spirit as well though. However it is probably the best role for the 3rd issue I mentioned in the beginning.
You need somebody to die. A lot. Basically be Shifu. Their only job being to run into Boss Panels or Seagulls and let them have their way with them. Defender being optimal since you can use spare regenerated HP on bubbles rather than living. Between QP and the Seagulls, she'll be able to hit Rampage 5 before turn 40.
By the way, that's exceedingly unlikely if you're also killing her at a good pace. There is a fine balance beam of killing QP and building up her rampages on the way to chapter 40. If you get her to Rampage 5 fast enough, it will be due to you not adequately killing her enough to the point she had several lives and like 40-70 aggregate life left. Conversely, if you kill her to 1-2 lives quickly, it will turn out she's at like Rampage 2-3 by that point instead. Rather than say the issue is surviving past turn 40, it's more like figuring out how to spend as minimal an amount of turns possible there. When the entire board besides for 2 tiles becomes a death zone, there is extremely little that can be done besides die or kill the dog. God forbid Seagull Master was one of her common cards and the entire board is also littered with traps too. Though speaking frankly, if you mess up this balance, the sure thing that will kill you are the rampages 6+. She will generate hype very fast when she only has her strongest cards left. If the board of death doesn't kill you, the 6, 7, and 8 to all will.
Regarding card choice, I would advise lowering the amount of Forced Revivals. You want to bring some, but not the full 12. You don't get to use that many when attempting this and you need the stars for Support revivals. Several can lead to a chain of QP deaths even at the end of the game, but survival is far more important and you need cards that help there. Dinner is a must-have. Mimic is useful for letting other players besides Miu get Solid Witch. Shield Counter becomes impressively deadly to QP by Rampage 5. Star-Blasting Light simply to clean the Seagull poop everywhere. It will deal disappointingly low damage to QP though. Windy Movement and Extend are always useful. Also Party Time becomes useful as a plain turn skip as long as she isn't using Splash Water which can be a party wipe similar to Henpecked shenanigans. Don't use it on a Pudding Seeker turn.
There is an exceeding amount of things that have to go right. The most true advice I can give is the will to try and try again. You have to be willing to sacrifice your day and many lost games if you want to get this achievement. Not just you, but the people challenging it along side you. Or be 4 collectively super lucky ♥♥♥♥♥♥♥♥. The amount of things that can go wrong is staggering. From QP defense rolls, Seagull pathing, chosen event cards, and poor luck in general. Sandwich Time on the turn she rampages is probably the most egregious. A potential 6-8 damage in one turn layered in 2 parts will kill almost anybody in the game.
ended up doing it today with shifu atk, mixed poppo supp, manager atk and miu avenger most of us being 25 or close going with pretty much the strategy described in the first post.
we got it first try but it was still pretty bonkers and we got close to wiping multiple times
- 1x Attacker Shifu Robot
- 1x Supporter Marie Poppo (Mixed) - Lv.25
- 2x Avenger Miusaki - One Lv.20
mkjioz's post above is an excellent summary of the four main troubles with this boss. If anything I would amend the first to be "Actually killing Summer Beast, but not before she throws Rampage #5" since the one thing Summer Beast loves to do with 1-2 lives left and fewer than 5 Rampages is Evade on a 4+ Attack and eat a lot of damage really quickly.
Ideally you want to get her to higher than Rampage 1 by the time she has 5 lives left. If she's used any more than that it's a real uphill battle because she'll have 7+ HP and 4+ Attack with 6+ lives left. That's not fun. Don't be afraid to use a Forced Revive or two early on, they'll come back around.
The big challenge is managing her hype. For one thing, she often either gets way too much or way too little of it throughout a game. This is often linked to how many traps she uses. In ours she didn't even throw any until 2 lives left, so we got lucky in that regard. The other matter is knowing when to protect from a Rampage. I burned my last Solid Witch when she was on 10 hype for Rampage 5, then she managed to reduce it by 1 before her turn.
The combinations mentioned above will be named a lot and there's a darn good reason for that. From as low as Rampage 2, Summer Beast has a base ATK of FOUR. The task requires her to go to Rampage 5 which means a base ATK of SEVEN. Nobody is surviving that, except Miusaki. The abundance of sevengulls which attack all players every chance they get also accounts for this. At Norma 4 and with Beyond (Avenger level 15 needed), Miusaki can ensure surviving 3 attacks from that pack. Nobody else comes close. And on top of that she's also got Solid Witch!
Supporter Mixed Poppo has two jobs. The map has a lot of Warp Move panels, which give the whole team a great supply of stars. With a Dash and the movement bonus Supporter gets, it's common for her to be able to warp twice in a single turn, which at Norma 5 is 30 stars that turn. It removes the affordability of cards as a concern. It also means, prior to turn 40, she can safely move to home panels rather easily during Terror turns. Her other job is to heal players repeatedly during her jaunts around the board. With Miusaki limiting damage to 2 per battle, frequent heals are a big deal. And of course with a high-level supporter, she can just click a button and revive someone downed by Rampage 5 provided she survives it herself. At level 25 (full HP revival rather than half, in other words a full-health Miusaki instead of one that dies in 2 attacks) this is an enormous boon. Having high level characters is really useful for Summer Beast, and the Supporter is probably the most important of all.
I'd argue those three are close to essential for any realistic chance at beating this task. The fourth is a little more variable. Shifu Robot served us really well for taking out the gulls in the early game with a base +3 ATK at Norma 4 (which comes fast with all the stars and wins from their constant gull killing) and also their ability to get up fast rather than stay on the floor for 7 turns like most characters would thanks to the stupid Attacker REC penalty and Summer Beast's Exhaustion. Obviously they couldn't do too much about the late-game Rampages but most alternatives couldn't either, and with how quickly we got things done turn 40 had barely passed by that point so we hadn't spent several turns getting collectively savaged by the lack of safe panels.
You want to be in a situation where you can finish her off quickly after Rampage 5, because otherwise she will finish you off quickly. We tried to keep her on 2 lives since we had a Forced Revival, with the plan being to let her Rampage 5, KO her once, FR and then KO her again. But she managed to not only lose her penultimate life while we were trying to avoid killing her, but she also managed to bring herself to 1/10 before finally throwing it. We were so close to being denied by what would have been a crazy suicide (aided by an improbable series of 6 Move rolls and evade attempts from 4-5 Attack rolls). As it was she threw it just in time, Mixed Poppo survived, threw her level 25 ability to revive me and we had it in the bag.
The margins are so thin on this one. So many different things can go wrong, any one of which ends the attempt (which takes way too much time thanks to all the seagulls' constant moving, warping and attacking), and the players generally have something between little and no ability to do anything about it. Summer Beast herself is frankly overpowered, with arguably the worst elements of all three bosses before her rolled into one and the lives mechanic on top of that. Specific combinations of character and class are pretty much required (if Fruitbat wanted diverse teams, they screwed up), and having high levels in this very grindy mode is also far more important than it should be. I still want to see this task made less crazy.
And If it is going to keep doing unfair "challenges" like this, I don't like the direction 100% Orange Juice is moving in as a game.
95% of this achievement is just waiting for the stars to align and the dumb luck of the enemy CPU making a couple of bad choices.
I sometimes wonder if the Hype Beast's hype mechanic is sorta a "stop using Kamikaze Kae" reaction.
I have no idea when the nerf for M10 came, but I feel it was the easiest, too. I managed it with a lvl 10 attacker NoName. Including his Hyper-Achievement, because none of the decks / characters had any cards anyway to inflict external damage. I forgot the characters the CPU was using.
For Hyper Haruo, I used an Avenger Alte (offline), it worked quite decently.
For Hyper Star D, I used Attacker Tsih with windy enchantment. AI-characters were Repa, Sweet Breaker and Poppo. Also netted me the Hyper-achievement.
The point being, I honestly never once thought about using the Kae suicide strategy.
For SB, I tried Attacker Tomomo and Avenger Sherry, because I feel the choice of characters is quite limited due to the 4/5 damage (+ she usually plays sandwich thieves straight after, so another +2 damage) she suddenly dishes out. Using Tomomo is ok but her Rec is a pain, Sherry actually works quite well, both hypers have their viability. But still, I couldn't come past the 5th rampage (Solo + AI), as she used sandwich thieves right after...