Arknights CC2 Rotating Map 4 - Columbia Research Base Quarantine Zone [Max Risk 360]
0:09 Map Start
5:48 Risk taken
6:27 Operators used
STRATEGY EXPLANATION
Normally you would just leak Dorothy since she doesn't take life but with one of the tags she takes 2 so doing max risk you have to kill her, this is quite difficult due to her invisibility buff as well as the +40 RES from another risk making my primary DPS ops mostly useless against her there are also a number of other issues so lets go down the list of my moves
START
Flagpipe startup both flags are S1M3 this helps up get our units set up in time, we also deploy Bagpipe top right to deal with the Dor-1s, we can let 1 through but if 2 go through then the top mech activates and can be a problem if not dealt with soon
Deploy Silverash to deal with bottom left mobs and charge skill, SA is needed for invis reveal since we don't have Ines although his S3 damage is still useful against Dorothy herself
Mlynar deployed early to make use of talent to increase his attack for later
Eyjalter used for talent increasing max HP and S1 for her 2 unit heal, can definitely be replaced with other medics although non specific come to mind for me
Bottom mech medic guy can hit Bagpipe for quite a bit so we use YatoAlter to clear him fast, any other fast redeploy will work, I chose to save Texalter for the mech tho
Prepare Pozy for skill charge
In terms of risk for the mechs I went with the dormant units get higher stats rather than having more appear on the map, this is mostly because in previous attempts I used Eyja in Pozys spot and with the stat buffs the sleeping one on the right side barely survived Eyja S3, 2 Texalter S2s can clear one of the stat buffed guys so we just use that to clear the top guy letting us safely retreat bagpipe once Dorothy shows up
Set up Suzuran for skill charge
Ptilopsis for survivability, at the same time Dorothy spawns and will hit Bagpipe, make sure to retreat her for the DP, I messed up and didnt get her back in time
YatoAlter to clear the medic guy, depending on when you deploy Texalter as well as her levels you might be able to kill the mech before he reaches it so in that case your main group can deal with him instead
If you didn't clear the mech when the Dor-1s appear then use a fast redeploy like Yato to kill them or at least 1 if you didn't let 1 leak earlier, else main team can handle it
Deal with the ball thing bottom right ASAP, I used Yato to remove the mine then Texalter to clear, you can also wait for it to get close to the mech then Texalter to avoid Dorothy chip damage that might kill the FR, either way clear it, we need the bottom mech to stay asleep this whole map
Next we deploy Irene and Saria so Saria can charge skill for later, retreat flags for unit deploy slots
Dorothy will move to the top left then move back towards your units, at the same time a mech spawns dealing a ton of ranged damage to multiple units
As Dorothy makes her way down activate all skills to hopefully kill her right there, Pozy typewriter doesn't have a spot to hit Dorothy so with the S3 range increase we place next to Suzu to chip down the mech for later reducing pressure
Texas and Yato to speed things up, may or may not be needed
After Dorothy use whatever fast redeploys and skills you have to deal with the mechs on left ASAP
Right side use Saria S3 and Irene S3 to stall out and chip hp from the enemies until Texalter is ready, if you have any single units (Surtr can probably work tbh) that can just clear them straight up use them instead, just clear at the least the orb or else the bottom mech wakes and will just walk to the box and free a path for other mobs
After a little bit around 38/47 another orb appears, clear it with whoever (Texas works for me)
Use whatever you have left to clear the last mech and the map is cleared
RISK CHOICE EXPLANATIONS
Since I never let the medics heal in the first place the buff to the healing is non existent whereas the HP up may or may not make them capable of surviving Yato
We only use 1 Sniper and 1 Supporter so we go with the DP cost up on them rather than the 2 Guards and 2 Specialist that we deploy multiple times
Already Explained the buffs to sleeping mechs vs more sleeping mechs earlier
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