Both healers had a D up which helps. A lump sum and HoT healer seem to jive well too. Glenda gave herself and Kiril minions. Otherwise it was basically charge Kiril for A boost, fire Glenda for her special boost, then fire Skittles and Q while Glendaâs boost is active. Wash (or at least gets your hands wet), rinse, repeat. Worked pretty well. I am loving Glenda.
This was tougher pre-Glenda for sure.
Q and Glenda each went up a node. Trainer to Malicna.
I was really debating whether to try the final or not. i had also cKashrek +19 and cSkittles +1, but just got Uraeus and Quintus to 3/70 and figured iâd give it a shot with them. more firepower. so, the team:
I didnât really want to use three time stops, and probably didnât have to use the last one, but it got me there. The real problem was the slash attacks, which were crazy strong, and they had a tendency to all pick on one hero at a time. maybe just bad luck with the AI. they took out Kiril in the first 5 moves or so by hitting him all one after the other. i was quite concerned that without healing i was not going to make it, but i got a pretty decent board and held off the specials with Proteus while i got several good hits in with attack boosted Uraeus and Quintus. Balthazar went down pretty quickly, and when Quintus went down and i still had Uraeus and my Quintus, i suddenly became pretty sure i could make it, because Ulmer only had about a third total health left. he slashed out Uraeus, but i got a lucky cascade of blue and purple tiles at the end that helped a lot, and then Krampusâ little elves killed off Ulmer.
In hindsight i should have maybe brought axes (or Skittles) for attack debuff instead of all three mana potions since the slash attacks were the main problem for me. i may also have Almur ready to go soon, so it might make sense to bring Kash, Almur and Skittles next time.
Trainer to Malicna or cRigard, wizards to Kiril or Proteus, Sorcerers to Krampus or Uraeus eventually.
The items I took into the fight: bombs, axes, time stop, minor mana potions
I used a couple of axes on the board before the bosses because I didnât want to risk screwing up the green tiles that I had on the board. The green tiles moved well against the bosses. It didnât take long before my guys were filled up again for another round of attacks, although I used 2 minor mana pots to get everybody juiced up because of the green tiles on the board. Sabina fired off a round of healing for everyone at one point. I chose to bring in the timestops in case of a bad board, but didnât need them. I also used a couple of bombs and axes to finish off the first boss because explosions and destruction are fun (and those items are pretty inexpensive).
Compared to last time, Krampus is now maxed with emblems, and Onatel got two more talents. Also, I decided not to care about Ulmerâs debuff and swap in Kirilâs costume version for Wizard Melendor. Krampus may absorb Ulmerâs shot, and if not, I have antidotes.
Mob waves were unremarkable. Fired Krampus at every opportunity to spawn minions and reduce the need for healing. Entered the bosses with all specials charged and targeted Ulmer. Costume Justice still kinda sucks, but with Krampusâ attack up and Kirilâs defense down, the color advantage from her yellow tiles is noticeable. As predicted, Krampus caught Ulmerâs special; how do you like that undispelable defense up, punk? Balthazar and Quintus ganged up on Sartana for the kill, but otherwise the fight went well, and Iâm pleased to have at least some use for my only five-star costume to date.
Sorcerer emblems take Krampus up a node. Not enough wizard emblems for Onatelâs next node. Trainer to Fura.
Iâm using this team for a while. Itâs simple team really, except Mitsuko, other heroes quite easily obtainable. And it works fine.
In final fight of last stage (Balthazar, Quintus, Ulmer) of course having all heroes mana charged before the final fight, I try to charge Ulmer and get Mitsukoâs reflect right when he fires, so he hurts himself, then I use Proteus and the rest of heroesâ skills and kill them all pretty much with tiles. while their mana is stopped. Easy enough, I donât think I ever had a need to use any item on this trial.
Her A stat bonus over her base form is great. 240% at over 700 A value is solid I think. Compared to Onatel who is in the low 600âs. Granted, her special is better.
What does base Justice with costume bonus look like? I donât necessarily like her costume special. She becomes Guardian Owl more or less. I think I would still use base form with costume bonus. I bet she has more than SOME use. Justice is a benchmark of most my legendary events teams (I go for completion). I love that blind
Ugh, her and I are not tight. Let me know if you find a great use for her besides tile damage dead or alive.
Her A value is enough for her to make the fifth slot on my mono yellow team, but her special almost never does anything impressive.
Donât know yet. Leveled the costume first, since it goes faster. Then took a detour to level Guillinbursti. Yes, I expect base form to be more useful, once sheâs ready.
Will do. I was basically down to her or Stonecleave in purple, and I decided her healing debuff had more potential.
Not to get too far off topic, but the healing debuff is a cool mechanic that is supposed to be a counter, to some degree, to overheal. That being said the way the mechanic is implemented falls WAY short.
Look at what Fura or Almur do to drop your overall HP. Maybe Aldridge does too? Then look at how much Gullinbursti, Heimdall, c-Kashhrek, or Grevle generate in a turn. The odds of Fura or Almur generating enough health reduction to cancel out even one turn of the overhealers in a match is slim. Certainly wouldnât be the norm. It isnât uncommon though for the overhealers to fire more than once either, exacerbating that discrepancy.
The way the mechanic is now the health reduction simply happens. It isnât something to plan around or really be worried about, where as overheal certainly be. Just kind of disappointed in that because it could be really cool . Anyway âŠ
Oh, I agree about the HP reduction. Almur has it, and I use him a lot. It doesnât do anything, basically. The only time I ever notice it is when Alfrike casts it on me. I was talking about Furaâs 50% reduction to healing for however many turns. That seemed like it could be situationally useful, at least more than Stonecleaveâs ghost form.
I think this is the first time when I did not use any battle item to complete a Trial quest. I like that I have many options for Wizards and Sorcerers in my roster lately.
I need to save up all the Wizard emblems I collect for my Alfrike, who I just got from the recent Valhalla portal. I will be using the Sorcerer emblems to complete my Sabinaâs talent grid.
I thought it wouldâve been easier. However, I wasnât worried as I took some revive scrolls for an extreme situation.
The trainer will go to Killhare and the emblems will be saved, as I donât have enough for taking Lord Loki to the next node and the sorcerer ones donât have a candidate yet.
Compared to last time, Onatel is up two talents, and Krampus is up four.
Again, Krampusâ minions made healing all but unnecessary. Not even sure if I fired Kiril before the boss wave. Got a blue diamond in the middle of wave 3, with almost no blue on the board, so I was able to save that and manipulate the board to have a good bit of blue before entering the boss wave. Fired all specials, then popped the diamond, and things were already close to over. Balthazar tried to fry Krampus while his taunt/defense buff was active; it was barely enough to make his fur frizzy. Next turn was a cascade that finished Balthazar and Ulmer together. Quintus never fired before I took him down, either.
Sorcerer emblems from a previous stage took Krampus to +15, so no movement there. Not enough wizard emblems for Onatelâs next talent. Trainer hero to Obakan, because Iâm that close to being out of purple projects.
really had to use a lot of mana potions and a couple of time stops, because the board went bad for what felt like forever. no blue or purple tiles for the longest time. Iâm pretty sure i spent most of those on Proteus, to keep the bosses from firing, or Krampus, to hope to survive when they did. they still managed to take out Krampus, because i couldnât get Kiril charged up on his own fast enough to heal him and he really took a beating. but hey, i made it. so did squishy old 3/70 Quintus, surprisingly.
Trainer to Malicna, Wizards to Kiril or Proteus, Sorcerers to Krampus or Uraeus.
Wizard maybe +7 for SartanaC, already maxed this week.
Sorcerer, keep later maybe for Rumpleskitskin.
Trainer also keep for now, currently leveling Morris.
Went pretty well. This is the best team I have ever had for this trial. It has always been one of my weakest. Kiril with A boost, Glenda with special attack boost really makes Quintus and Skittleskull hit like monsters. Sometimes Glenda can recharge and benefit from her own power too. That sequence can especially wreck entire mob waves.
I am always amazed by how hard these bosses are though in this trial. My initial wave of specials followed by the diamonds and subsequent cascades I had left them all half dead. It was STILL a relatively tough fight. They just do not die. Their specials and slashes also seem worse than other. I do other trials with more fragile heroes and survive better. Maybe itâs all in my head? Anyways, I won and no one died:
I thought Glendaâs minions would provide something, but they are essentially worthless. In PvE or anywhere a slash attack rarely doesnât kill one in their entirety so even in a mono blue you canât pile a meat shield. I donât really count her as a minion make due to it. If they do live they hit kind of hard I guess. Itâs rare to see them live more than a turn or two though. Depends if by RNG you get hit by anything. Aesthetically theyâre cool.
Congrats
Have you done a cycle yet? Man, youâre crushing it.