Library of Ruina - Floor of Language Revisited

Library of Ruina - Floor of Language Revisited

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Published on ● Video Link: https://www.youtube.com/watch?v=oWwvt1Fx2pI



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Duration: 48:37
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Fight isn't braindead anymore, first phase is less awful, but still garbage.

I've been meaning to do this one for a while. Some time after I did my first clear of Geburah realization, PM went and made several significant nerfs that made it impossible to do the absorption counter cheese that trivialized the fight. The nerf to counter dice also meant it was suddenly possible to punch through the wall of counter dice in the first phase without without giving the boss a bazillion free strength in the process. I was curious to see what the fight is actually like, and we're on a break from releases for a bit, so I thought why not.

The builds used here are using cards from SotC-2 and below. In retrospect, I would've given Lowell more light regen, but such is life. This fight heavily emphasizes raw damage output, so Nikolai is highly recommended, as well as a smoke user. Blunt dice are highly recommended for MoSB phase.

Little Red Riding Hooded Mercenary - This phase still sucks. It's still finicky as all hell and RNG nonsense can still screw you. You pass the phase either by having Roland kill the wolf, or killing Roland after killing the wolf yourself. The key mechanic here is that the wolf gains 1 strength every time his counter dice win a clash. This means that you have to punch through his counter dice wall before slamming Multislash and Frontal Assault into him or you'll feed him free power. To make matters worse, Roland will occasionally chuck Catch Breath at the wolf, which will almost always lose to the counter dice. To avoid either of these happening, frontload high rolling cards (Gale Kick, Onrush, Sturdy Defense) into the faster dice to consume all of the counter dice before the lower speed 0-costs can hit. Alternatively, block the active dice with 0-costs, and attempt to hit the boss with uncontested 3-costs.

Roland will also use Strike WIthout Hesitation on even turns. This mass attack grants Roland 1 strength for every target he hits, and gives him enough firepower to actually kill the wolf. It's best to leave this uncontested to give him +5 strength if you plan on having him land the killing blow.

The Big and WIll Be Bad Wolf - The boss opens this phase by eating a librarian, and instantly killing them if he isn't staggered at the end of the first turn. This is a straight damage check that can absolutely screw you if you walk into the phase with 0 light. Losing a librarian here isn't a run ender since the later phases are pretty easy, but it sucks nonetheless so might as well try to prevent it.

When the boss hits 150 hp, he will fixate one target and enter into single combat. Having full light going into this part makes it pretty trivial, nothing to see here.

Mountain of Smiling Bodies - Works pretty much exactly like the abno fight. The main threat here is the amount of damage that goes out while hitting the adds, since they still deal 8 damage per attack. An absorption user can comfortably munch through the adds and sustain their health, so that's a strong choice to have here. The fight ends when the boss and the adds are dead. Onrush is very powerful for cleaning up adds, since it's basically a high-rolling mass attack as long as it lands kills.

Nosferatu - Nothing to see here. Very Unga Bunga.

Nothing There - Did you know this phase has mechanics? The first two subphases are quite easy and nothing to worry about. Wear Shell will instantly kill a librarian if it hits, but it rolls 8-12, which Onrush or Energy Beam are guaranteed to outroll. The second subphase is a straight damage check, and how much damage you do here will determine how much health the boss has in the third subphase. Note that the egg is weak to pierce.

The third subphase operates a bit like a soft enrage, and damage is very important here. The boss will straight up ignore any attacks that do 10 or less damage, and if he takes less than 80 damage in a turn, he recovers 40 hp. Mark plus smoke should make it very easy to break the 10 damage threshold. The boss also spams a page with a die that rolls 20-40 with +10 if the boss has 10 or more charge. GS:V can compete with it, but it's impractical to try to beat it. The safest move is to mitigate the damage with block dice and burn the boss before the damage becomes a problem.







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