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A team so stupid it may work

So here's the plan.

Double Mash + Jack

The Mashes will be the support, alternating skill 1 to keep a permanent defense buff, and if Jack needs her skills I can use the turn wasting machine of skills 2+3 combined.

Jack will be the DPS using the 2 arts cards plus NP from the Mashes to get arts chains and spam her NP. She also has her amazing remove buffs, plus an evade if neither Mash can pull the attacks and buff her quick at the same time, and her low cd heal

mystic code will be the default for the extra healing, evade in a pinch and the nice attack buff to hopefully help tear through the rulers

what are your thoughts? and yes I'm aware this will likely take 150+ turns and a number of hours, I want to use the power of kouhai and my daughter in the most cheesey way possible on this challenge quest

Asked by Stan_MusaHime6 years 7 months ago
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I wouldn't call it stupid. Stupidly slow, very much so, but not outright stupid.

On paper it looks good but I've never tried doing double Mash so I have no idea how well it would actually work. Maybe try it on the 40 AP Caster training grounds just to see how well it holds up when your DPS is at a class disadvantage? Just a thought.

Also, you may want to consider the Atlas Academy mystic code. Invulnerability instead of Evade but it gets you a 2-turn cooldown on all the skills of the chosen Servant as well as a debuff remover, which you do not have. No ATK buff but you were already planning on the long haul either way.

The main issues I can see are Amakusa and Dantes humself. Amakusa's NP is AoE and it also removed buffs BEFORE it deals damage. Invul and Evade are buffs so are pretty much useless when it comes to stopping it. His Ruler class will reduce Jack's damage and he receives no bonus damage from her NP since he is male, making it more of a challenge to kill him.

Dantes has Iron Determination, which gives him 1 turn of Invul Pierce and ATK up, which he would use with his AoE NP, which he can charge faster with Golden Rule.

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Yeah, Amakusa definitely is my biggest worry, my plan for him is just to nuke him hard and hope to kill him before his np can go off, hopefully with 2-3 NPs from Jack plus the attack buffs from the two Mashes

as for the mage uniform, that does sound like a good idea, and I may try it instead, I'm just worried because it's my lowest level mystic code, and while it doesn't matter for the effects, the full 15 turn cooldown will Hurt. 2 turns will help a lot for Jack though, I only have her at 7/6/6 due to lack of secret gems, but only 3 turns for the heal every 3rd or 4th heal will probably be enough to compensate for the loss of the 8 turn cd heal.

and since same buffs are additive and I'll already have the Mash attack buffs I'll probably be fine without the extra buff, so yeah, using atlas will probably be better. the damage on Amakusa's NP isn't too high, so I'm sure I can take one, and I can just stall Jeanne since every time she uses her NP that's 2 free turns to grind NP and wait for cooldowns to heal with Jack's surgery.

the first roadblock will probably be Gilles, he's the only Caster in the whole run, so as long as I can just power through him I'll probably be fine, if he takes out Jack though I'll just withdraw and save my time. I'm hoping to make it to Dantes and save my command seals for him, but if I have Amakusa low and he's the one to take me down, I'll probably go for it then too.

I have my Mash fully maxed out, and Jack is level 90 with maxed fous, hopefully the low skill levels won't be too much of a problem

I'm looking forward to seeing how it goes, I've used double Mash before and it's slow but I love it

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Sounds like you've pretty much planned things out already so I suppose all that's left is to try it out when the final quest opens. At 5AP per try it's not too big a loss if something goes wrong. I suggest having a small backup team. Maybe Hans, (or Waver if you have him) and another DPS. If Dantes wipes out your main team then maybe they could take him out.

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yeah, I may slap Bersercu on there as a backup dps, without the ability to heal at all it'll be hard if Jack goes down though, so backup Hans sounds good too

how does this look for a setup?

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Oh, you have Cu Alter. He'd definitely be a fine LMS.

I was actually about to mention that lack of healing was another issue. Despite the two taunts, two Invulnerabilities, and the shit ton of defensive buffs, your team will still take a beating against 7 boss rounds.

Stalling is both your ally and enemy here as the long fight could slowly wear away your HP to the point where a badly timed crit from the enemy could kill someone. Be sure to kill the Chimera in round 2 as quickly as you can. Def buffs or not, that thing will hit hard as a Berserker and will drain much needed HP.

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yeah, Fergus could not scare me less, so I'll probably just drop an NP on the chimera to take it out in one turn since I'm pretty confident that with class advantage and a decent draw of either a brave chain or 2 buster cards it'll go down in just the one turn. I won't give that thing the chance to even touch me

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Invul pierce doesn't matter for Mash (it does for Merlin). Double Mash would have so many defense buffs that the enemy will have troubles to deal damage at all. Mash is broken in that sense.

AoE defense ignore is Mash's real weakness. Amakusa counters everyone except Heracles, killing him before he NPs is the real struggle here.

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yeah, the Mash defense buffs is why I'm not quite as worried about Dantes, Amakusa will probably be the real boss for my team. that's why the hope is to spam Jack's NP and if possible get a buster chain from the Mashes when I have a lot of crit stars since they aren't resisted.

the combination of the skill 1 defense buffs plus Mash NPs will severely lower Dantes's damage, and since the invul won't matter for Amakusa's NP I can use skill 2 for a free 40% NP on Jack

the taunt will also protect Jack from regular attacks for 2 turns, and be able to eat most of what caster gilles can do to her since I can then use her evade and the invul from the mystic code for 4 turns of no damage, more if I use the taunts without using the Mash invul since I can use that on Jack for 6 turns of no damage, just in time for the taunt to be back

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