Abyssal Flandre (Labyrinth of Touhou 2 Plus Disk)

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Abyssal Flandre has two gimmicks. Her first gimmick is based on her Destruction Roulette passive (which is only available to Flandre via Awakening). On her first turn, and on every fouth turn after that, Flandre basically announces which of her three personal skills she's going to use: if the Roulette points to Star, she will use Starbow Break; if it points to Sword, she will use Lavaeitein; if it points to Fruit, she will use Forbidden Fruit.

-Starbow Break is a single target, DRK attack targeting DEF. Has -16 to ACC
-Forbidden Fruit is a group targeting, MYS attack targeting MND. Has +40 to ACC
-Lavaeitein is a group targeting, composite FIR attack targeting both DEF and MND

Of these three, Starbow Break is the easiest to survive (since it can only kill one character at a time and it has questionable accuracy). Lavaeitein is probably the most dangerous because of it's composite formula, though some parties may struggle with Forbidden Fruit too. Frail characters should not be left on the front row when Forbidden Fruit or Lavaeitein are picked because Flandre will permanently buff herself after killing any character via Beat Down.

Abyssal Flandre's other gimmick is something even a pre-Awakened Flandre has access to: Vampiric Wrath. This passive gives Flandre a 25% permanent stat boost if she's struck with an affinity she's weak to. Unlike Abyssal Ran who needs a turn to activate their boost, Abyssal Flandre's boost happens immediately after she's struck. So unless you're certain you're landing a killing blow, it's best not to hit her weak affinities... sort of.

So for some reason, Vampiric Wrath does NOT activate on one affinity: SPI. It's not very clear why it works like this. Looking up Heavenly Flandre's stats, her resistance to SPI is slightly higher than the other elements (WND and NTR are at 70 while SPI is at 80) so it doesn't seem like a bug, just that Vampiric Wrath's threshold may require you to hit an element below 80... now I'm wondering if using a SPI attack with someone that has Sheer Force will cause Vampiric Wrath to activate then.

I did have two guesses as to why Vampiric Wrath is like this: the first guess was maybe the devs thought it would be tedious to fight Abyssal Flandre without an extra weakness because they assumed players would stick to using PHYS attacks for the entire fight, but this seems unlikely since Flandre's DEF is fairly low. The other guess is that's intentional and the idea is that Flandre can't power up from SPI since she's being hit with Holy attacks though I don't know how likely that is (I don't recall playable Flandre's version of Vampiric Wrath having the same weakness).

The why doesn't really matter. All you need to know is that you have your choice between PHYS or SPI attacks for this fight.

In between her uses of Destruction Roulette and her personal spellcards, Flandre can throw out several FIR and MYS affinity attacks. Several of these are row targeting attacks like Flamethrower and Piercing Light. She also has regular attack and Half Moon Slash.

Abyssal Flandre strongly resists DTH, PSN, PAR, HVY and TRR. She has less resistance to HVY, no resistance to debuffs and is very weak to SIL (which can be useful for weakening the power of her group targeting personal spellcards, as well as allowing your magical attackers to do more damage due to the lowered MND effect). Abyssal Flandre has high affinity to FIR, MYS and DRK, is neutral to PHYS and somewhat weak to SPI. She is weaker to WND and NTR, and VERY weak to CLD but hitting these weaknesses will power up Flandre.

It's a pretty simple fight. There is some RNG with Flandre's Roulette skills but Flandre can also be debuffed to hell and back, and if you keep her there and don't let her power up you can really blunt her offense. It was easy enough with my debuffing tanks. Making Sanae tanky was the hard part; I could make her survive the other two attacks, but not Lavaeitein. Then I realized it was only a 1/3 chance of losing Sanae on Flandre's second turn (Sanae could also be swapped out if necessary) so it wasn't a huge problem.

I usually don't like to melt bosses with Kanako, but I did it here since Flandre has way more HP than most SPI-weak bosses, so maximizing Kanako's damage in as few turns as possible was a minor challenge. Ironically enough, Abyssal Flandre made that very easy. She basically allowed 3 out of 5 of Kanako's Mad Dances to be powered up by Desperation.

Music is "Death Waltz" by John Stump







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