There's a bug with the chains, where they only affect a single unit for a limited amount of time unless they wave in and out of the chain. Since 5* Defenders don't have high DPS, that meant I had to kill every assassin through dodge. Sometimes Aurora would fail to hit any crits, sometimes Ashlock would trigger 3 Assassin leaps at the same time which Vulcan block 2 can't handle, and sometimes Vulcan would not be able to kill the 2 assassins who leapt onto her. This was annoying. The other difficulty was the mechas. Even with Blitz stunning them, they don't take enough damage from chains to die naturally, which required extra DPS or slow. The first one dies to Asbestos, the second to Firewhistle + Vulcan, and the final mecha I used an obscure chain mechanic where freshly made chains will instantly proc on enemies even if the enemy is currently on cooldown from chains. This allowed me to proc more slow on the third mecha by swapping out Blitz for Aurora at that time. But this solution often produces bad chains later on- I need to swap operators on the left a lot and most setups leave Nearl/Bison/Firewhistle without chains killing them. To solve this I had to move my tanking formation to the left and deploy Bassline last to connect with Nearl. After that, when the third mecha appears, I retreat Vulcan so Aurora forms a chain with Firewhistle so I can use Firewhistle and Aurora to kill the assassin right afterwards in time to retreat Firewhistle to deploy Asbestos (8 deploy is annoying). Next I had to swap Hung for Cuora to steal Aurora's second chain slot, so the Bison I place after to splitbox the 2nd Assassin is forced to form a chain with Nearl instead. If he formed a chain with Aurora I wouldn't be able to retreat Aurora after she kills the 2nd assassin, cause then Bison would get stunned. A small thing that happens a lot is that I leak lancers through Hung onto Bassline, which helps because Bassline is usually full HP and won't get instantly killed by their charge attack. The final hard part was the three weavers and final assassins. Asbestos can barely kill them while also removing the turret, letting me unstably tank the three assassins long enough for Aurora to come by and hopefully hit one of them enough through dodge that they jump, where Vulcan finishes them off. Blitz's position is chosen to block the weaver Asbestos doesn't kill. Bison + Nearl is stable off cooldown because Bison S1 has a high uptime and Nearl has high HPS. Bassline + Cuora is barely survivable because Cuora heals beyond 50% with her skill, allowing Bassline to have more time before needing to skill again. Gummy + Bubble is not stable until I reduce it to two assassins. After that I finish off the Assassins on Gummy + Bubble to regain deploy slots and units to kill an assassin on Cuora to make her stable. Depending on my dodge RNG the Assassin on Bison is close to triggering his 50% leap which would end my run because his DPS on Nearl is too high. Thankfully adding Gummy to any setup makes it stable even if an assassin is hitting a healing defender and I can kill them with auto attacks from Blitz + Fortresses When there's only 2 assassins on Cuora and on Bison I've basically won and just spam DPS + healing to clean them up.
I gotta ask. How long does it take to figure out how to clear something like this on average, and how long did this clear take? This kind of stuff flies well over my head.
Awesome stuff dude ♡♡♡ never get tired of seeing you push the limits of what's doable, and I'm always happy to see more RNG enemies are bull btw can't wait for HG to drop more :]
I heard CIA torturing people by showing them how Aurora missing her crits through dodge. I thought that's obvious fake, but after seeing this I'm not so sure anymore.
@@tumsYT uhh, I wanted to make a joke about how dangerous this futage is, but youtube kept deleting comment despite me rephrasing it. I think I shouldn't have mention CIA, what do I do now...
This stage is pissing me off I can almost beat this stage with 7 operation but I keep failing at the last minute when those assassins come in on the left side
the stage have really rough opening with balista and really speedy guy after that you need to deal with chargers that if left alone will deal around 2K art damage and then you need to defend two lane under onslaught of asssassin with 3k first hit and guitarist that can burst down squishy operator if you donr have any elemental healer. last wave is practially hell with the amount of dps or stall you need depending on your strat
The statline of the assassins is very rough on 4* DPS They easily fold to even bad 6* who significantly break past their defenses and have tons of damage 5* also will have a much easier time than 4*, it's a map where the gap in damage dealers has very large effects compared to some previous boss centric maps where both like to stall and there may not be a big difference between the two (only 1~2 ops less for 5*)
I see, so it's about specifics of this map in particular. I didn't feel the pressure even though I didn't bring omg so broken so strong full team because one by one those assassins aren't that scary and 5*/6* can deal with them (while stages with bosses usually require more babysitting and dealing with their mechanics)
There's a bug with the chains, where they only affect a single unit for a limited amount of time unless they wave in and out of the chain. Since 5* Defenders don't have high DPS, that meant I had to kill every assassin through dodge. Sometimes Aurora would fail to hit any crits, sometimes Ashlock would trigger 3 Assassin leaps at the same time which Vulcan block 2 can't handle, and sometimes Vulcan would not be able to kill the 2 assassins who leapt onto her. This was annoying.
The other difficulty was the mechas. Even with Blitz stunning them, they don't take enough damage from chains to die naturally, which required extra DPS or slow. The first one dies to Asbestos, the second to Firewhistle + Vulcan, and the final mecha I used an obscure chain mechanic where freshly made chains will instantly proc on enemies even if the enemy is currently on cooldown from chains. This allowed me to proc more slow on the third mecha by swapping out Blitz for Aurora at that time.
But this solution often produces bad chains later on- I need to swap operators on the left a lot and most setups leave Nearl/Bison/Firewhistle without chains killing them. To solve this I had to move my tanking formation to the left and deploy Bassline last to connect with Nearl.
After that, when the third mecha appears, I retreat Vulcan so Aurora forms a chain with Firewhistle so I can use Firewhistle and Aurora to kill the assassin right afterwards in time to retreat Firewhistle to deploy Asbestos (8 deploy is annoying). Next I had to swap Hung for Cuora to steal Aurora's second chain slot, so the Bison I place after to splitbox the 2nd Assassin is forced to form a chain with Nearl instead. If he formed a chain with Aurora I wouldn't be able to retreat Aurora after she kills the 2nd assassin, cause then Bison would get stunned.
A small thing that happens a lot is that I leak lancers through Hung onto Bassline, which helps because Bassline is usually full HP and won't get instantly killed by their charge attack.
The final hard part was the three weavers and final assassins. Asbestos can barely kill them while also removing the turret, letting me unstably tank the three assassins long enough for Aurora to come by and hopefully hit one of them enough through dodge that they jump, where Vulcan finishes them off. Blitz's position is chosen to block the weaver Asbestos doesn't kill.
Bison + Nearl is stable off cooldown because Bison S1 has a high uptime and Nearl has high HPS. Bassline + Cuora is barely survivable because Cuora heals beyond 50% with her skill, allowing Bassline to have more time before needing to skill again. Gummy + Bubble is not stable until I reduce it to two assassins.
After that I finish off the Assassins on Gummy + Bubble to regain deploy slots and units to kill an assassin on Cuora to make her stable. Depending on my dodge RNG the Assassin on Bison is close to triggering his 50% leap which would end my run because his DPS on Nearl is too high. Thankfully adding Gummy to any setup makes it stable even if an assassin is hitting a healing defender and I can kill them with auto attacks from Blitz + Fortresses
When there's only 2 assassins on Cuora and on Bison I've basically won and just spam DPS + healing to clean them up.
Stand proud, you are trully the defenderknight UA-camr of all time.
I gotta ask. How long does it take to figure out how to clear something like this on average, and how long did this clear take? This kind of stuff flies well over my head.
13 assassins? All you need is 13 blocks baby
the fact that he doesn't need the strongest operator from each archetype are the biggest flex 💪
As always, amazing DP and block management.
2:16 i just love the timing on the music picking up and the first assassin about to hit Vulcan. Just gives me the vibes of "so it begins!"
Cool clear!
CCB#3 Alpha Build be like:
I didn't expect asbestos to solo the scissor guys
GG
Great low-rarity clear. This map practically screams for Horn S1, but she's a 6★.
1:36 for surprise
didn't expect 1 defender to hold 3 of assassin at once.
was trying to no 6* on NM with CM tile ban and i couldn't pass DPS check.
Me? No. Tums? Of course. Tums can tank anything.
Awesome stuff dude ♡♡♡ never get tired of seeing you push the limits of what's doable, and I'm always happy to see more
RNG enemies are bull btw can't wait for HG to drop more :]
Great clear as always
I heard CIA torturing people by showing them how Aurora missing her crits through dodge. I thought that's obvious fake, but after seeing this I'm not so sure anymore.
One run I had the assassin on the left survive 2 Aurora skills, meaning she only hit one crit out of 6 procs
I don't think even the CIA is capable of such torture method, too 'violent' they said
@@tumsYT uhh, I wanted to make a joke about how dangerous this futage is, but youtube kept deleting comment despite me rephrasing it. I think I shouldn't have mention CIA, what do I do now...
Rarely see anyone use vulkan these day
That just looks life draining tbh 💀
Still an awesome clear, don't get me wrong
Amazing!!
Very nice~
i didnt read the kjerag event why is aurora angy 😦
This stage is pissing me off I can almost beat this stage with 7 operation but I keep failing at the last minute when those assassins come in on the left side
Insane clear. Is the reason why you didn't use 6* is because it would be too easy with Horn?
Optimal way to play with 6* defenders is to point Horn S1 and pray to hit through the dodge
It's not a very interesting strategy
walmart cc9
was this stage really that hard? I cleared it very easily (unlike some previous event stages with annoying bosses like dolly for example 💀)
Depends on the niche you are playing.
It can be really annoying for certain class only runs
This stage is a massive stat check on your DPS (mostly), of course you can beat it with full 6* team ez
the stage have really rough opening with balista and really speedy guy after that you need to deal with chargers that if left alone will deal around 2K art damage and then you need to defend two lane under onslaught of asssassin with 3k first hit and guitarist that can burst down squishy operator if you donr have any elemental healer. last wave is practially hell with the amount of dps or stall you need depending on your strat
The statline of the assassins is very rough on 4* DPS
They easily fold to even bad 6* who significantly break past their defenses and have tons of damage
5* also will have a much easier time than 4*, it's a map where the gap in damage dealers has very large effects compared to some previous boss centric maps where both like to stall and there may not be a big difference between the two (only 1~2 ops less for 5*)
I see, so it's about specifics of this map in particular. I didn't feel the pressure even though I didn't bring omg so broken so strong full team because one by one those assassins aren't that scary and 5*/6* can deal with them (while stages with bosses usually require more babysitting and dealing with their mechanics)