作者: Adhanak4 天前 編輯



AoE Arabella with a perfect rotation
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As for most of the decks I try to craft, the main goal is to have a comfy and fun deck that can reliably execute its planned combo while having decent sustain. It is by no means optimized to deal the most damage / one shot bosses.
Most equipments and refinements are suggestions. Some explanations and alternatives can be found in the "Details" section of this guide.
Abc -> Combattant
Abc -> Card
Abc -> Mechanic
Abc / Abc / Abc -> Equipment
[Abc] -> Memory fragment set
I initially wanted to build a team around Rita as the main DPS, but her potential as a support is just too good to pass. To clarify, any unit that can guarantee a specific card in hand at turn start is broken as far as I'm concerned.
She is paired with Khalipe who can make perfect use of the high cost cards to trigger Celestial. Both of them are built to be basically cost-free, both in terms of AP and draw.
Meanwhile, Arabella is using an AoE build with a non-upgrade version of Observer's Pleasure since we can abuse the "Treated as a Neutral Card" divine epiphany to guarantee having the card early every turn.
The Season 5 Memory cards give more flexibility to decks as they provide exceptional value while being completely free (0 AP, activated automatically at the start of combat and no Faint Memory cost). While other seasons may still have the upper hand for specific mechanics, the new Season is simply perfect for generic builds.
The first turn is usually pretty short as most of the AP will be used to play Rita's upgrade cards. Always start with Chrono Archon then Chrono Circle. If Chrono Circle isn't in the starting hand, either reset the fight or continue the setup on turn 2.
Ideally, Chrono Circle will trigger some of Khalipe's Celestial cards to get some shield on the first turn.
Finish the turn with whatever Arabella cards you have the AP to play.
The full combo is very straightforward. Start by playing the 3 Time Axis Collapse (starting with the one that draws 2 when played first). They will always be part of your starting hand starting the turn after you played Chrono Circle (if you don`t have enough Chronal Ascension, you may want to only play 2 to avoid burning AP). Depending on the enemy lineup, either start weakening the minions to make it easier to kill them with Arabella or focus all the firepower on the main target.
If you draw Observer's Pleasure, play it as soon as possible to benefit from the boost. Similarly, play Attack! early to target Scream For Me (or any other of Arabella's attack cards if you already have it in hand).
Khalipe's Vulture Ejection and Rally may also trigger automatically via Celestial, simply replacing themselves with more cards while providing shield.
For Arabella's cards, start with Scream For Me early on to draw even more cards, then use the 3 Hollow Verdicts that trigger Fracture. You can also use The Art of Unmaking to finish any low health minions (and avoid wasting DPS).
End the combo by using the other version of Hollow Verdict to amp Fracture on the main target, then use Sadistic Restraint to trigger those stacks twice with 6 extra hits.
艾拉貝拉Burning Life with the Promise Upon the Snow modifier is recommended to get Arabella's equipment.
Weapon
For a pure AoE build, Sneering Dagger is excellent as it will basically provide infinite Vulnerable stacks on the main target as the minions die.
For a more general build, Criticism of Discord is the usual go-to with Dagger That Tricked the Shadow also being a decent option.
Armor
If using Sneering Dagger to provide Vulnerable stacks, Mask of Flames is excellent to benefit even more from Vulnerable.
Fairy King’s Crown is a good alternative if another unique equipment is already used.
Accessory
Depending on the presence of another unique equipment, Verdant Night or Verdant Shackles can be used to get the most boosts possible.
This version of the card combined with Attack! guarantees that all of Arabella's cards can be drawn every turn. If using E1 Khalipe (or another Retain card instead of Absolute Protection), the deck should have enough draw to allow for a different version with more Fracture application or damage increase.
The "Treated as a Neutral Card" divine epiphany on Observer's Pleasure will almost always guarantee it is drawn early. In the worst case, Scream For Me will usually draw it.
The upgrade version can also be used for a more generic deck. This would then allow for an extra cost reduction divine epiphany and more flexibility on Rita's deck.
Depending on the content, having 2 of each Hollow Verdict (instead of 3-1) can be better to concentrate more damage on the main target. Most AoE content wants to kill as many minions as possible however, which is why I use this repartition.
The cost reduction divine epiphanies are prioritized on the concentration Hollow Verdict and Sadistic Restraint to make sure they can always be played (as it is the biggest source of damage on the main target).
For non-AoE content, the version that applies Fracture can be considered instead to maximize the stacks. This however would require changing the deck slightly (to get the extra AP needed).
The Art of Unmaking can be removed from the deck, then opening a lot more options for Rita's build (since we now require one less AP and draw). I specifically wanted to keep it for the animation and to finish low-health minions without wasting a Hollow Verdict.
For this team, the following Memory cards can be used:
莉希尼亞Arabella's signature partner, and pretty much the only good option for her.
緋紅Since the full combo wants to use all of Arabella's cards in succession at the end of the turn, Scarlet's effect can be activated quite reliably.
普里西拉Basically just a stat stick, though the 12% general damage increase (in addition to the usual 12% attack) is still decent.
莉莉安Last resort if nothing else is available. Arabella won't even be able to maximize the passive since she only has 1 skill card (at most).
麗塔Swamp of Judgement with the Promise Upon the Snow modifier is recommended to get Rita's equipment.
Weapon
There is no required weapon for this build to work.
If not using a unique equipment for another slot, Tentacles of a Ruined Age (team damage) or Criticism of Discord (own damage) are usually the best pick.
For other options, Sword Reflected in the Lake and Dagger That Tricked the Shadow can also be used. Finally, Gastronomicon can be picked to apply Agony if needed.
Armor
There is no required armor for this build to work.
Fairy King’s Crown is usually the best option but if you do not have another unique equipment, Mask of Flames can also be excellent (if using Sneering Dagger on Arabella).
Accessory
Sphere of Randomness will help a lot for the first turn setup.
Alternatively, Verdant Night or Verdant Shackles are the best options to boost Rita's damage.
The most used version of Chrono Archon which allows us to guarantee 6 Chronal Ascension at the start of every turn. Should always be the first card played when starting combat.
The core of Rita's support build. Thanks to Chrono Circle, we are guaranteed to draw these three cards at the start of every turn in addition to the usual 5 draw. They can be played for "free" using the 6 Chronal Ascension and will provide 9 Morale for the rest of the turn.
The card with the "Draw 2 at turn start" divine epiphany should always be played first no matter what (even if you get a discounted Lead card).
The "Treated as a Neutral Card" divine epiphany isn't mandatory for a more generic build but can still be useful for most teams.
This card should always be played as early as possible to activate the combo (ideally right from turn 1).
For this team, the following Memory cards can be used:
I usually always include one Attack! in every deck that uses the "Treated as a Neutral Card" divine epiphany as the end of the draw chain. If not using that divine epiphany, you can remove this card to free some Faint Memory for other divine epiphanies or more First Aid Kits.
The other part of Rita's support capabilities. As she can easily activate Celestial cards, this is an easy way to stack permanent Morale for cheap.
If playing with a smaller deck (for example with the upgrade version of Observer's Pleasure and no The Art of Unmaking), Rita can keep these two cards.
It is essential that Time Paradox is played right after emptying Chronal Ascension to get exactly 3 Chronal Ascension back from the effect of Chrono Archon, else it won't be possible to empty it again before next turn and will break the combo. This is made even harder as any Celestial proc on the last Time Axis Collapse would also yield to much Chronicle. So while possible to simplify the setup (to play Chrono Circle more easily), this change isn't recommended.
艾薇Rita's signature partner and the best choice to improve her personal damage.
艾洛伊絲Eloise increases both Attack and Damage, making her a very decent choice. Her EGO skill is useless though.
卡莉佩The Foretold Ruin with the Promise Upon the Snow modifier is recommended to get Khalipe's equipment. The upcoming Seasonal Chaos might also be better depending on the specific equipments available.
Weapon
There is no required weapon for this build to work.
Rune Lance is usually easy to obtain and is a good way to increase the shield gain (requires at least one turn with 5 AP used to activate it). Tentacles of a Ruined Age can also help increase the team damage if the unique slot is available.
Armor
There is no required armor for this build to work.
Khalipe can make use of both Senectus armors to increase her defense, as well as Consecreted Halo if not using another unique equipment.
Other than that, Titan Combat Suit and Lush Seaweed Armor can be used to improve survivability (or any legendary armor)
Accessory
There is no required weapon for this build to work.
Sphere of Randomness can be used if the unique slot is still free, while Corrupted Core is ideal to maximize survivability.
Alternatively, Guardian Core and Corroded Core can also be used with Absolute Zero Tetrahedron as a last resort.
For my specific use-case (namely Aavarck), I opted for the skill version of Vulture Ejection to avoid boosting the enemy too much.
For more generic builds, the neutral version can be quite insane with effects like draw 2, 1 AP, 4 Morale, ... and all this without using a divine!
This version of Rally makes it easier to activate. The "Treated as a Neutral Card" divine epiphany serves to mitigate the draw loss when one of the cards is in the starting hand.
Absolute Protection isn't really needed in this deck, but it can be useful in some specific scenarios (mostly for multi-wave fights).
If Khalipe is E0, you may prefer Greatsword Aquila to reduce the draw cost of the deck.
For this team, the following Memory cards can be used:
Extra card used to fill the remaining Faint Memory. It can help reach 5 AP for one turn to activate Rune Lance. The neutral epiphany can be switched to 1 Morale if you prefer a generic boost.
Since Khalipe is only used for her sustain abilities in this team, prioritize the memroy fragments with the most health and defense possible.
艾蘇倫Eishlen is probably the best partner for this specific use case as she increases Health and shield gain in addition to Defense.
澤塔While being Khalipe's signature partner, Zeta isn't necessarily the best option as half her passive is used to increase damage instead of survivability. Still a decent option if you have her.
瑞秋Rachel doesn't increase Defense, but she does increases shield gain which makes up for it. The draw on her EGO skill can also come in handy for the first turn.
Full Scale Offensive: Score screenshot
My very first attempt with this deck yielded a respectable score just short of 1.1M. I did have to reset a few times to make sure Chrono Circle was in the starting hand, but after that every turn was a perfect cycling of the deck.
Spiral Tower of Screams: Link to Google Drive video
I only showcased the boss of floor 135 to demonstrate the combo and the efficiency of this deck on single-target content. Again, this is not the intended use.
Damage was still okay-ish (3 turns to get the kill) and Khalipe managed to perfectly sustain until the very last turn where one of the Celestial cards was missing. Still, getting ~2k shield per turn is a win in my book.
Personal deck score (1=bad, 5=good)
Deck obtention: 2 -> The decks themselves are quite simple, but the 2Treated as a Neutral Card" divine epiphanies can be annoying to get. Rita also needs the "draw 2 at turn start" divine with both divines being on attack cards, making her deck really annoying to get.
Ease of use: 5 -> Everything is though out to ensure there is enough draw and AP to perfectly cycle all the cards every turn after the initial setup. With a good starting hand (namely with Chrono Circle at the very start), it is possible to complete the set up on the first turn and start the full combo as soon as turn 2.
Power: 4 -> This team is meant for AoE content (with infinite minions) to enable the Fracture stacking more efficiently. In single target fights, the damage will be lower (around 80-90k per turn).
Sustain: 4 -> Khalipe's shields can reach up to 2k per turn, allowing for some more than decent sustain. The only danger is against enemies that can play before all Vulture Ejections have been activated (but it should suffice for almost every encounter).
Total: 15/20
I think this is your wildest team comp you've created so far and i love it. I'm definitely gonna try building this! Did you build Khalipe with any offensive stats or purerly with Defense/Health?
Thank you! Khalipe is purely on defensive stats since her only source of damage comes from Silver Veil. My plan was both to have an AoE oriented team and a team specifically built for Aavarck (which explains why I wanted to avoid her attack variant of Vulture Ejection).
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I'll try the team in the Tower when I have the time, but I'm expecting it to clear quite easily (mostly curious about the damage ceiling in single-target).
Let me know about your Tower results, excited to see how well it fares in multi-wave and single-target battles :)
Just finished the full clear with this team. It struggles a bit in single target in terms of damage (I linked the video of the floor 135 boss where it took 3 turns to kill, while all other bosses took 2 turns), but there wasn't a single moment where sustain was an issue. This is also with Arabella E0, with E2 the single target damage should be quite higher.
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It's also quite funny how easy the deck is to play. I honestly had a lot of fun with it!