High Risk 7 Ironside
By heh6611.
Absolutely sucks if you cant dps check: he spams 20% max hp shields, applies debuffs can potential become cc debuffs if he isnt broken, and outputs huge amounts of damage just by virtue of being AOE.
If you have suomi or a good dps this is once again free. Why is nemesis the only free character dps this is awful.
Example vod which doesnt clear because my units are sh*t:
Used nemesis cheeta, lotta, ksenia, ksenia fully replaceable with colphne but i dont have raised. everyone has pretty cope attachments and neural helixes (nemesis, lotta, and ksenia only have key 1, cheeta has no keys) nemesis does have a phase strike set and ksenia does apply overburn so colphne might not be enough.
Close enough surely.
Just level your dps more than this.
722 atk btw.
Mechanics
Does 50% atk as aoe damage at the end of his turn and applies a debuff to a random character which is triggered depending on his mode, said aoe also randomly moves characters 3 tiles if they dont have stability.
Breaking boss stability removes 3 of these debuffs from your characters and the boss gets its stability back a turn after.
Swap between 2 modes: defense enhancement and attack enhancement with defense enhancement giving taunt to enemies with the debuff from 50% aoe atk if they attack him and attack enhancement stunning characters he attacks with his actions other than the AOE.
Cycles Between:
Doing 2 single target attacks to closest enemy (1 60% melee and 1 100%) and launching the 50% aoe damage for each one he cant perform due to low range/dead enemy, then setting up tilepaint that needs to be tanked next turn or else he aoes again.
And firing said tilepaint before doing the same 2 single target attacks to closest enemy which launches 50% aoe damage for each failed, and then dropping a 20% max hp shield which aoes by the end of next turn.
You really want to tank the single target attacks or else you end up eating an 50% damage to 4 team members 2 time for a total of 400% damage, also we only have single target healers so aoe dmg is harder to recover from.
It comes with an initial shield and 2 prowlers and an aegis. Turn 3 spawns 2 beans which make the random teleport if no stability pretty painful, turn 7(?) spawns 2 aegis sharpshooters and 2 prowlers.
Strategy
Kinda RNG because of the random debuff. AOE atk is bad because it being 200% dmg total and all healers other than suomi are single target heals altho cheeta can spam them.
Want someone to tank the 2 single target attacks because 2 aoes almost kills your entire team.
Stalling out the shield and eating an aoe isnt really worth it because you dont have anything to do during that turn anyway other than killing him.
Dodging the tilepaint and eating the aoe isnt really worth it either because of the single target heal issue.
Try and kill before on turn 4 or before since he will drop another 20% hp shield and the beans are less ignorable when theyve had a turn to move.
Killing beans starts snowballing how behind on dps/how much healing you need and you end up running into the late turn spawns. your stability is also usually broken by t4 so you run the chance of teleporting into beans.
DPS check because otherwise he just keeps spamming 20% hp shields and you end up killing a total of 180%+ of his hp and running into the late turn spawns.
The most important part is tanking the 2 single target attacks every turn or else he aoes, while managing good enough dps to kill before turn 4 end.