YO using Weedy is such big brain! Not only do you use the deployable and Angelina to change the positioning of the enemies, but using S3 on the flowers to take extra true damage based on the distance moved is the icing on the cake. Great strat
Seeing 2 First To Talk enemies at the same time is mildly cursed Honestly seriously impressive clear too, the idea of using Weedy's s3 to make the flowers take true damage is genius
Weird question but has anyone tried Enforcer in this CC?? Since his skills does no damage it should still push the flowers without activating their screaming effect?
Theoretically he won't activate them but my question is why do you want to push them without activating them? I mean okay but their HP ain't draining on passive form, so why push them anyway?
@@yubiyubiw to stall them and activate them later since they seem like a pain in the ass causing sanity damage to all the operators along the way. If they got activated and theres many operator dealing with other mobs, the sanity DMG from them may kill the other op. So i was thinking if he can stall them first by pushing and dealing with them later after all the other enemies are dead. This strat is ofc optional but i just wanna see if its viable since i wanna try it considering enforcer is a free op.
Ah wait I see where you goin, I forgot those things move super slow if not activated I looked at Enforcer's kit. S2 is out so S1. He would push with force power of 'significantly' every 7 seconds (SP risk). Is that enough to perma push stall? No I don't think so sadly
@@louiegilalano7685 it's actually any stun effect that disables their neural damage (normally, at least, idk if there is risks here to change that). Ash is super good in normal stages for killing them with her S2.
No level 3 risks except the two shown on the screen. I don't remember any of the other branching choices save for choosing deployment limit over squad size and Specialist/Supporter/Medic cost increase.
YO using Weedy is such big brain! Not only do you use the deployable and Angelina to change the positioning of the enemies, but using S3 on the flowers to take extra true damage based on the distance moved is the icing on the cake. Great strat
Great job clearing this in just day 1! Seeing irene and horn obliterate those annoying eggs are so satisfying;;
imagine the endscreen if HG gives us risk 40 week 2
I can see that happeing.
They only give 39 risks apparently! Why not 40 for neat number
Operation Sadness
4:08 Damn that's satisfying. Kudos to you Doktah.
This was SO satisfying to watch! Also echoing others to say that the use of Weedy in particular is absolutely brilliant!
Thank you for sharing this Strat, now all i need is getting horn or Irene
Seeing 2 First To Talk enemies at the same time is mildly cursed
Honestly seriously impressive clear too, the idea of using Weedy's s3 to make the flowers take true damage is genius
Bro. Thanks so much for your vid. I've passed risk 23 with your strat but lower pots and without Castle-3 since I can't find him :D
this was nice to watch. day 1 max risks are a future goal for me, i only just been able to day 1 18 as of last cc
Really well played
I hate elemental effects with passion, it stresses me out those seaborn eggs, and the angry claw tentacle things
You are not alone comrade
The very last flower
Me: I'm just gonna wake it up and let it run through
Docter: 9:13
Too intense that i forgot to blink for a minutes lmao
Weird question but has anyone tried Enforcer in this CC?? Since his skills does no damage it should still push the flowers without activating their screaming effect?
Theoretically he won't activate them but my question is why do you want to push them without activating them? I mean okay but their HP ain't draining on passive form, so why push them anyway?
@@yubiyubiw to stall them and activate them later since they seem like a pain in the ass causing sanity damage to all the operators along the way. If they got activated and theres many operator dealing with other mobs, the sanity DMG from them may kill the other op. So i was thinking if he can stall them first by pushing and dealing with them later after all the other enemies are dead.
This strat is ofc optional but i just wanna see if its viable since i wanna try it considering enforcer is a free op.
Ah wait I see where you goin, I forgot those things move super slow if not activated
I looked at Enforcer's kit. S2 is out so S1. He would push with force power of 'significantly' every 7 seconds (SP risk). Is that enough to perma push stall? No I don't think so sadly
Maybe sleep operators could work? Could be easier to burst those flowers than time sleep skills tho
Great clear!
9:37 the regret lmao
Great clear! Guess i'm pulling for Horn now after seeing this. Btw is castle replaceable with NTR S2?
Castle buff atk
@@tukangupload7724 but nearltr increaced attack-sheilds-ignore defence by 23-deployment slot be damned
@@Dr.SiegMostang But the Buffed attack is meant for the Irene nuke. I don't think Nearl would help with that in this specific case.
Man I love seeing Horn
madlad
4:17 i was like: "wait, where did Irene go?" lol
Also, nice clear pog
im simple man. i see ange i click
GG
Man, r29 and that's only day 1 max
Wonder How high is the week 2 max risk is
according to multiple sources w2 max risk will be 42, while w1 is 33
Those seaborn egg are annoying
They have expanded explosion range with risks, too. Horn is about the only character that outranges them.
@@lhearachel And thank goodness, the levitation status disables triggering of neural damage from those eggs.
@@louiegilalano7685 it's actually any stun effect that disables their neural damage (normally, at least, idk if there is risks here to change that). Ash is super good in normal stages for killing them with her S2.
@@disintegratedstrategist Sadly, they are freeze and stun immune with risks.
@@raulares3764 ah well there we go.
is the potential 2 bagpipe possible?
Probably not without Texas; one of the risks increases SP costs, and this map has a much faster start than the last map to feature that risk (Blade).
is there any day 1 max strat that no need bagpepe pot 5 or horn?
is this irene using her module? fuk i only have 62 trust atm
Is it possible with pot 1 bagpipe?
Me who want to start playing but can't understand a thing 🤡
tfw its day 1 and already risk 29 at max
Wow not all max pot
risk list anyone?
No level 3 risks except the two shown on the screen. I don't remember any of the other branching choices save for choosing deployment limit over squad size and Specialist/Supporter/Medic cost increase.
@@lhearachel thanks man
OST name?
It's just the in-game music.
Can i replace horn with ashlock ? (Incase if i dont have horn when this cc out to global)
I don't think so. Horn does big pp damage, Ashlock is lacking in that and it's high risk on top of it.
Horn does a ton of damage, not sure if Ashlock makes that check on the top-left eggs before the first flower comes through
Ashlock does roughyl 20-30% less dmg than Horn so you might have to check if shes enough to not fuck you up
And welp, this is the worst CC in terms of pain? Yep
Worst then CC 5? Maybe, i think is the case
Insert Steven hee emotional damage*