Thanks for sharing this guide. I've got a couple questions about it though:
For Narja, I see the deck removes all basic cards, has 3 duplicates, has a persona card and has 4 divine epiphanies. The total faint memory cost for all of that would be: 60 + 40 + 20 + (20*4) = 200. As far as I know it is not possible to go above the 180 faint memory cap. Let me know if I'm wrong on this or if there is a way to reach this value in game.
For Veronica, what are your thoughts on using the Ranger specific Persona card that draws 2 cards instead of 1? I see you used the same persona for both Narja and Veronica, however the latter has access to a more powerful draw persona. Did you pick the same persona because of the morale gain you can possibly get with that specific persona card?
Honestly my most important question - For Haru, with the mid season buffs she received she now has access to a 0 cost Charge Energy epiphany that gives her 50% multiplicative damage bonus and 20% additional crit chance. My question is, how does it compare to the epiphany chosen for this guide? I know Charge Energy III is considered the best version of the card for damage buffing, however that 20% crit chance and solid damage multi from Charge Energy I makes me wonder if it is actually better or at least comparable in damage with the former. Since this build reduces the AP cost of Anchor Shot to 0, Haru doesn't benefic from the memory fragment that increases crit chance by 20% if the attack card costs 2 AP or more. With Base crit chance, potentials and a Crit Chance focused memory fragment, Haru has 40% crit chance not counting any memory fragment substats. I feel like that 20% extra crit chance really helps secure those high impact crits unless you have some extremely good memory fragment substats.
Thanks again for sharing the guide!
Yea ur prob right on these point 👍🏻, i forgot about the new Charge Energy buff because 20 crit should outvalue everything by a mile. People are free to modify this comp for the better, thanks for pointing out.
I'm playing this deck right now and it feels my much like an OTK deck where you have to set up all the pieces first before you can slam the DPS. I'm finding survivability kinda rough while setting up the combo. The only thing i can think of is my Shackles does not yet have the epiphany to move to hand at the start of the turn. Do you have any tips on surviving until the combo is "ready"?
Most of the time sustain isnt a problem but if you want, you can use "titan combat suit" on everyone and its pretty nice for all comp. Vero also doesnt require any stat so you just pump her HP stat and Narja HP and you have plenty of sustain. Good luck
Once I understood the rotation and adjusted my data to have the proper draw, everything ended being super smooth. I didn't realize Haru's ceiling was this high! I thought this was a good time to complete tower with Haru since she's on the rerun banner. This tower completion was top 2 favorite runs for me, thanks!
Did you finish tower 150 with your Haru deck? How did you solve the survivability problem? I'm having issues with enemies that one shot you. Since the setup is so long and you lay so many anchors, I'm not able to kill the enemy before they deliver their powerful strike.
Glitz, I did finish the tower. Both Veronica and Narja have the "torture toolbox" and my Narja also has "bloody pendant," which is only good for the beginning of the battle but helps me try to use the persona loop as many times as possible before Haru destroys the enemies. Since there's essentially no healing, the toolbox gear will give me 6 more actions before they strike. By then, I should have the engine revved up enough to kill the mons before I get hit. I get hit before the final boss, i might reset the run for better RNG. If your set up is good, you can OTK the final boss. Sometimes you have to opt out of trying to set up the combo and rid the enemies that are on a count down that will take a large portion of your HP. Lastly, I will also restart the battle if the persona card is not in hand at the beginning as it's a lot of DPS loss otherwise. GL!
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Turn 1-set up:
After Setup:
Draw to get 3 anchor > Hunger reduce all to 0ap > Spam Anchor with anchor pointer
Up to 15 anchor hit a turn
just kidding, i didn't choose the correct upgrade for "voluntary control." This rotation slappppppppps!