Details about my decision: First, the strategy is similar to Ending 1: - Dive in battle as many as possible on floor 1/2/3 to filling up the core operators and level up to increase squad size & hope. - Start to avoided Emergency and only do what you truly can perfect clear on floor 4/5. - Find Downtime Recreation on floor 4/5 and pray for Rat to cashout all of our hope for mountains of relics, HP seals and ingots. - Stall the mob until Big Sad Lock exploded by himself since we have too many HP now. However, relic requirement is higher compared to Lucian. Not only you need good offensive relic (ASPD and Damage on the mob, or else mob leak), but also defensive relic to survive against Theatre Golem bonk. They have 1200 ATK, with Gaul Mantle buff it will be 1500 ATK, which can oneshot our ranged ops. So we need +HP or +DEF relics to help our ranged ops survive against that. 0:00: Same as Ending 1: - Gaul Mantle is the best option for 3*, since they don't use any hope. - Leader Squad is the only viable option for 3* squad to do Calamity Faceoff, because 25% stats is just too much. There are many stage which can't be perfectly cleared without this squad when using 3*. - Slow & Steady is the best start for 3*, since you can pick the strongest 3* trio right off the bat: Cardigan, Steward, Kroos. You are basically guaranteed to get to floor 3 with these guys. 0:41: Gun Salute - Ez clap for thy trio. This placement is to avoided spider explosion and just me practice chest protect. Best placement is Kroos next to the spider facing down and Cardigan place lower. Get Lava since that's our only option. 2:49: Beast Taming Emergency - Actually, this is a very hard stage. 3* have no option to kill the two fat melee mob in Emergency, so that's why Leader Squad can save them. Just leak the melee and kill the dog, this will become a breeze. Get Catapult since AOE physical, good range and Adnachiel is not needed. 4:33: Rogue Trader - The Supreme Ring refund value is not good, or to be exact it cost too much to get back it worth, hence I don't buy it. So I get everything else that is usable for 3*. Unlike the past, I get Fang first since Fang opening is safer than Vanilla. 4:56: Imagined Hallucination on Floor 2. Legit trash Hallucination, make Mantle become close to Chachek level. We choose bottom side since we can do combat twice. 5:22: Duck Lord's Play - We don't have Orchid, so we can't finish the duck. But no reason to avoided this stage when we can get free XP, ingots and most importantly, recruitment voucher. And of course they have to give me Orchid after this. 7:29: Grand Finale - Normal Grand Finale, and we have Orchid. Which means we don't need a melee to block left side, since Steward/Orchid duo is enough. Place Cardigan last to bait arrow. Leader Squad means two Wraith Leader is not a problem. Get Midnight since more usability than Popukar/Melantha. 9:57: Destitude Knight - We have both Catapult and Midnight, so we can delete both caster due to their range. Place Steward to bonk the fat dude after one caster down, and we are done. Get Spot since we need heal. 11:52: Floor 3. Since we don't have medic, I have to avoided Justice. Justice without medic is a real pain in the butt for 3*. 13:38: Beast Fighting Emergency - This is why Fang opening is safer than Vanilla. Throw a defender right on top of the mortar. Fang can tank the dog without dying, unlike Vanilla. Since you solved the mortar, this stage become a joke. Currently get more DP printing is more important than get that Popukar, we don't really need her until floor 5. 16:48: Vintage Transport - We have AOE and healing from Spot, so this is ez. Let Kroos clear one drone and some spider, then you can place Lava/Catapult to help clear the mob and spider than Cardigan/Spot is blocking. Even if we don't have enough Arts to kill Bob, we can just leak him due to Leader Squad. Finally, our first medic. Get that Ansel for range hack and heal two target asap. 20:37: Duck Lord's Party - We have AOE, vanguard, defender and medic. Our basic necessity is done. Just focus on the dog and ignore the duck, I don't have time to waste on that duck. I choose Yato to prepare for floor 4. 23:24: Terrifying Legends - Now this is why Leader Squad truly shines. With 4 HP temp from the squad and 1 HP temp from Preparation Tier V, we have 5 HP temp. Which means we can just leak this shitty boss which ramping up and going to 2 shots my defender at some point. Just bonk the mob and ignore him completely. Done. Get Hibiscus to prepare for floor 4 and higher, and the cylinder since 35% damage on ranged ops is just what we need for the bear. That Sarkaz relic is not even be one bit useful against the bear anyway. 26:19: Floor 4. Unavoidable Emergency, which is legit trash. I decided to top side to check out the shop for anything useful. Thankfully I got some HP book, which is neat for the bear. I also get Popukar here too since she might be required for the bear. 27:45: Pressing Ahead - We have 2 Vanguard and 2 Sniper. Use Sniper to take out drones and Vanguard to ramp DP quickly to place Arts to kill the hammer, then place Defender to block the Breaker or they will smashed our ranged ops. Once you finished placing everyone, this stage become a joke. No choice but to pick Melantha. 32:06: Bob's Beer Emergency - Now this is when our previous purchase actually pay off. HP book on Guard means Midnight can survive a drone bombing even with Herald buff. Place both Orchid and Kroos before Medic, or drones will kill them. Midnight last as both damage and bait. For the Brawler, just go Lava/Cardigan. Steward to some damage on Brawler and to kill that Herald asap before it make Brawler kill my Cardigan. Emergency cost us some leak, but Leader Squad no problemo. After this fight, we got Castle's Offspring. This is incredibly important since it boost flat 300 DEF/30 RES on every ops placed more than 100 secs, which means our ranged ops can survive a hit from the Theatre Golem. Get Adnachiel since no option left. And behold, Golden Chalice. We got the holy trinity ASPD now. Now all we need left is to smash our hope into the Rat. 35:25: Floor 5. Forced Downtime Recreation is good. I choose top side to avoided Emergency. I also choose to fight in Absurd Trickeries since we have HP book for Defender and the holy trinity. 36:41: Absurd Trickeries - I'm practicing a new placement for 3* in this map, so it is a bit wonky. Thanks to the fact that our ops can delete the Audience real fast, and I got the push tactical, this results in an ez victory for us. Get Reserved Medic just in case we got The Red Mist. 41:15: Rat. We know what to do. This run is basically won at this point, since we already got all of the requirement for winning. I'm just thinking in the shop if I want to buy some more defensive relic to our ops, but finally decided to just go all out for moar damage. 46:24: Dangers Abound - To be honest, this is actually a hard stage for 3*, since they only have Orchid as a slow. But after dive in Rat, we have shit tons of ingots, which means shit tons of ASPD, so... The usual. Vanguard first for DP, then medic to block the crossbow, then Orchid/Steward/Lava and all the ranged ops you have. God tier ASPD make them can't even go to Midnight. Welp. 50:23: Absurd Trickeries - From the experience of the last time, I do the placement properly now. And with our god tier army, well, not much to describe anyway since the Lancer mostly died before even touch Cardigan. 55:40: Need No More - With 58 HP, all we need to do is to block the mob from going in blue box, and wait until that bear self destruct itself. Place 2 medic first since bear throwing rock on 2 last ops placed. Place ranged first, melee later to prevent Tombkeeper flying bonk ranged ops, and to get the DEF buff sooner before the Theatre Golem smash ranged ops in 1 hit. My 3* army is just too strong at this point, normal mob won't stand a chance anymore. And we are done.
Details about my decision:
First, the strategy is similar to Ending 1:
- Dive in battle as many as possible on floor 1/2/3 to filling up the core operators and level up to increase squad size & hope.
- Start to avoided Emergency and only do what you truly can perfect clear on floor 4/5.
- Find Downtime Recreation on floor 4/5 and pray for Rat to cashout all of our hope for mountains of relics, HP seals and ingots.
- Stall the mob until Big Sad Lock exploded by himself since we have too many HP now.
However, relic requirement is higher compared to Lucian. Not only you need good offensive relic (ASPD and Damage on the mob, or else mob leak), but also defensive relic to survive against Theatre Golem bonk. They have 1200 ATK, with Gaul Mantle buff it will be 1500 ATK, which can oneshot our ranged ops. So we need +HP or +DEF relics to help our ranged ops survive against that.
0:00: Same as Ending 1:
- Gaul Mantle is the best option for 3*, since they don't use any hope.
- Leader Squad is the only viable option for 3* squad to do Calamity Faceoff, because 25% stats is just too much. There are many stage which can't be perfectly cleared without this squad when using 3*.
- Slow & Steady is the best start for 3*, since you can pick the strongest 3* trio right off the bat: Cardigan, Steward, Kroos. You are basically guaranteed to get to floor 3 with these guys.
0:41: Gun Salute
- Ez clap for thy trio. This placement is to avoided spider explosion and just me practice chest protect. Best placement is Kroos next to the spider facing down and Cardigan place lower. Get Lava since that's our only option.
2:49: Beast Taming Emergency
- Actually, this is a very hard stage. 3* have no option to kill the two fat melee mob in Emergency, so that's why Leader Squad can save them. Just leak the melee and kill the dog, this will become a breeze. Get Catapult since AOE physical, good range and Adnachiel is not needed.
4:33: Rogue Trader
- The Supreme Ring refund value is not good, or to be exact it cost too much to get back it worth, hence I don't buy it. So I get everything else that is usable for 3*. Unlike the past, I get Fang first since Fang opening is safer than Vanilla.
4:56: Imagined Hallucination on Floor 2. Legit trash Hallucination, make Mantle become close to Chachek level. We choose bottom side since we can do combat twice.
5:22: Duck Lord's Play
- We don't have Orchid, so we can't finish the duck. But no reason to avoided this stage when we can get free XP, ingots and most importantly, recruitment voucher. And of course they have to give me Orchid after this.
7:29: Grand Finale
- Normal Grand Finale, and we have Orchid. Which means we don't need a melee to block left side, since Steward/Orchid duo is enough. Place Cardigan last to bait arrow. Leader Squad means two Wraith Leader is not a problem. Get Midnight since more usability than Popukar/Melantha.
9:57: Destitude Knight
- We have both Catapult and Midnight, so we can delete both caster due to their range. Place Steward to bonk the fat dude after one caster down, and we are done. Get Spot since we need heal.
11:52: Floor 3. Since we don't have medic, I have to avoided Justice. Justice without medic is a real pain in the butt for 3*.
13:38: Beast Fighting Emergency
- This is why Fang opening is safer than Vanilla. Throw a defender right on top of the mortar. Fang can tank the dog without dying, unlike Vanilla. Since you solved the mortar, this stage become a joke. Currently get more DP printing is more important than get that Popukar, we don't really need her until floor 5.
16:48: Vintage Transport
- We have AOE and healing from Spot, so this is ez. Let Kroos clear one drone and some spider, then you can place Lava/Catapult to help clear the mob and spider than Cardigan/Spot is blocking. Even if we don't have enough Arts to kill Bob, we can just leak him due to Leader Squad. Finally, our first medic. Get that Ansel for range hack and heal two target asap.
20:37: Duck Lord's Party
- We have AOE, vanguard, defender and medic. Our basic necessity is done. Just focus on the dog and ignore the duck, I don't have time to waste on that duck. I choose Yato to prepare for floor 4.
23:24: Terrifying Legends
- Now this is why Leader Squad truly shines. With 4 HP temp from the squad and 1 HP temp from Preparation Tier V, we have 5 HP temp. Which means we can just leak this shitty boss which ramping up and going to 2 shots my defender at some point.
Just bonk the mob and ignore him completely. Done. Get Hibiscus to prepare for floor 4 and higher, and the cylinder since 35% damage on ranged ops is just what we need for the bear. That Sarkaz relic is not even be one bit useful against the bear anyway.
26:19: Floor 4. Unavoidable Emergency, which is legit trash. I decided to top side to check out the shop for anything useful. Thankfully I got some HP book, which is neat for the bear. I also get Popukar here too since she might be required for the bear.
27:45: Pressing Ahead
- We have 2 Vanguard and 2 Sniper. Use Sniper to take out drones and Vanguard to ramp DP quickly to place Arts to kill the hammer, then place Defender to block the Breaker or they will smashed our ranged ops. Once you finished placing everyone, this stage become a joke. No choice but to pick Melantha.
32:06: Bob's Beer Emergency
- Now this is when our previous purchase actually pay off. HP book on Guard means Midnight can survive a drone bombing even with Herald buff. Place both Orchid and Kroos before Medic, or drones will kill them. Midnight last as both damage and bait. For the Brawler, just go Lava/Cardigan. Steward to some damage on Brawler and to kill that Herald asap before it make Brawler kill my Cardigan. Emergency cost us some leak, but Leader Squad no problemo.
After this fight, we got Castle's Offspring. This is incredibly important since it boost flat 300 DEF/30 RES on every ops placed more than 100 secs, which means our ranged ops can survive a hit from the Theatre Golem. Get Adnachiel since no option left.
And behold, Golden Chalice. We got the holy trinity ASPD now. Now all we need left is to smash our hope into the Rat.
35:25: Floor 5. Forced Downtime Recreation is good. I choose top side to avoided Emergency. I also choose to fight in Absurd Trickeries since we have HP book for Defender and the holy trinity.
36:41: Absurd Trickeries
- I'm practicing a new placement for 3* in this map, so it is a bit wonky. Thanks to the fact that our ops can delete the Audience real fast, and I got the push tactical, this results in an ez victory for us. Get Reserved Medic just in case we got The Red Mist.
41:15: Rat. We know what to do. This run is basically won at this point, since we already got all of the requirement for winning.
I'm just thinking in the shop if I want to buy some more defensive relic to our ops, but finally decided to just go all out for moar damage.
46:24: Dangers Abound
- To be honest, this is actually a hard stage for 3*, since they only have Orchid as a slow. But after dive in Rat, we have shit tons of ingots, which means shit tons of ASPD, so... The usual. Vanguard first for DP, then medic to block the crossbow, then Orchid/Steward/Lava and all the ranged ops you have. God tier ASPD make them can't even go to Midnight. Welp.
50:23: Absurd Trickeries
- From the experience of the last time, I do the placement properly now. And with our god tier army, well, not much to describe anyway since the Lancer mostly died before even touch Cardigan.
55:40: Need No More
- With 58 HP, all we need to do is to block the mob from going in blue box, and wait until that bear self destruct itself. Place 2 medic first since bear throwing rock on 2 last ops placed. Place ranged first, melee later to prevent Tombkeeper flying bonk ranged ops, and to get the DEF buff sooner before the Theatre Golem smash ranged ops in 1 hit. My 3* army is just too strong at this point, normal mob won't stand a chance anymore. And we are done.
Yay now I can truly appreciate how fast machine gun kroos and stewart are
Nice