【連縁/Len'en】Christmas Frontlines Boss Battle Rematch (UNREAL difficulty) [CC]
"Damp Santa! I'm homesick... Damp Santa!" - RTGame (Strategy is listed below)
After farming even more to beat this stage cleanly, I finally have more or less definitive strategy (granted, I had a crit at the last minute, but I didn't fully upgrade my Current Wave, so here's that)
Oh, Christmas Frontlines~, my "sweetheart" of a stage (EE preview's now a less of shit parade thanks to 0.2.60 update, but don't expect THAT battle to drop soon)
One of the most annoying things about this stage is health and turn management. Come too close and you get poisoned by Dark Arm of Deceits. Try to hide in safety of rearguard? Get constantly sniped by Water Arm of Deceits. Oh? You didn't kill an enemy? Ghosts will spam Noel Heal. Is your unit isn't immune to freeze? Freeze. Are your two units far appart to eachother? Clause will move out of the way, as such potentially ruining your run. And you can't poison Clause either to make them die more quickly.
Sigh... Anyhoo. The first thing you need to take care of is crowd control, meaning keeping every enemy is in range of blue nuke. Most optimal way to use a nuke is to place it in center since it covers more ground, just make sure that enemy territory is 5x5 and keep them out of the corners. It is required to upgrade your offensive spells and use the right core mutations to kill as much enemies as possible, especially these ghosts. The only dangerous thing about Clause is freeze status, but with enough movement range and management (and as replaying this stage made me learn that the hard way, that idiot kept jumping place to place), you can trick Clause into targetting AoDPS, who is immune to freeze and is resistant against water element (coupled with Clause's pitiful damage, AoDPS becomes senator armstrong).
Units and their kit:
Aoji is real MVP here in this stage (come to think about it, in two most annoying stages, they're shown to be an extremely good unit). Given their nuke's range and Ghosts' weakness to water, it's obvious why you would want to pick them. Their main weakness however is their weakness to poison - which makes HP management a bit finicky, however, with enough damage - they'll kill DADs before they could poison them any further.
Core Mutations - S.ATK +15%, S.ATK +10%, Bane of Horrors +, Trick Trainee/ Water User
Tsubrubami - All-mighty Support. While AoDPS can at least survive WADs and Clause, they have a bigger surviviability problem. Use their inherent trait - "Dance" to dodge Santa Novas and preventing them from freezing to death, but please don't go off the deep end since Clause will move and if you're using Current Blasts, you won't have fun. You can also use flashbomb for additional damage and surviviability. Without them, this battle is pointless
Reccomended CMs - S.ATK +10% or higher, MP related CMs, Frugal of Null, Null Trainee/Apprentice/Master
By the way, AIs of enemies go like this:
DADs - to the closest target, will move closer to units to cast Poison Gas
WADs - will stay further from units, targeting them with Abressive Jet
Ghosts X'Mas - will use Shell LV2 to buff defense (which useless thanks to AoDPS) and will use Noel Heal if someone's injured, forming a cross formation to "quintuple the fun"
Clause - will go upfront and cast Santa Novas, the trajectory of it can be manipulated thanks Tsurubami to put them out of trouble. Will try to hit as many enemies as possible, so keep that in mind
Remember to manage crowd control, Pin Clause in place and keep Tsurubami alive and you're good to go (and upgrade your skills)!
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I *STILL* DIDN'T GET SATAN CLAUSE FUUUUUUUU-------
