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Latest revision as of 07:57, 16 February 2026

October 24, 2024 - November 14, 2024
Event Allies:
✦ Stream of Being Quincy
✦ Light of Life Garu
Giving Care - 01: "Hedgehog Chaos"
Enemies
Mutual Struggle Big Hedgehog (46,651 HP)
Angry Howling Little Hedgehog (46,651 HP)
Team Recommendations
- A guardian may be useful to taunt the guard stance, but it is not required.
- Use things that can hit the enemy with actual attacks if possible to speed up damage.
Stage Tips
At the start of battle, the hedgehog brothers are invulnerable. Only by attacking continuously can you break their invulnerability.
Every two turns, the big brother prioritizes marking targets in Guard Stance with Feral Claw. Pay attention to which ally has been marked as they are about to bear a continuous attack. After certain turns, the big brother will use Furious Gaze to choose a target to fight. At this time, actions from other allies will reduce the attack effect of the chosen target.
In addition, after certain turns, the little brother will use Body Curl to charge energy. Attack with full force or consequences will be bad.
- You will be unable to do any damage to either enemy from the start, as they take 500% less damage. You need to attack them in order to stack +25% more damage on each until they take damage. This means it'll be 4-5 turns before you do some damage!
- They will also attack each other too so this will go a little faster than you think. You can check the number by clicking their HP bar!
- Focus on attacking the dark hedgehog first until he takes full damage. You will need this by turn 6!
- End of turn 2: The light hedgehog will taunt a unit and cause turn-by-turn damage (2 turns for both).
- Guard this unit if they cannot take the damage. They will take 25% less damage if they guard.
- This repeats on turn 6/8/10 (almost every 2 turns) so watch the taunted unit!
- On turn 3: Guard your taunted unit if needed.
- End of turn 4: An AoE will be used on the party, along with various effects. Another unit will be taunted like the above, only without the bleed.
- The AoE repeats on turn 7/10/etc; every 3 turns.
- On turn 5: Attack with the taunted unit ONLY. This will reduce its damage taken by 75%. Any other attacks (including heals) will reduce your party attack by 25%.
- You need to repeat this on turn 11!
- End of turn 5: The taunted unit will be hit by a multi-hit skill, that may kill them if they did not attack above.
- End of turn 6: Along with the taunt/bleed from above, the dark hedgehog will raise a shield.
- This repeats on turn 12/17, every 5 turns.
- On turn 7: You need to remove the shield and damage the dark hedgehog or else you will be killed.
- You need to repeat this on turn 13/18/etc!
- End of turn 7: The party will be wiped if the shield did not get removed. The light hedgehog will use an AoE here (from earlier).
- It's okay to kill one before the other!
Video Clears
- R+SR clear by La: https://www.youtube.com/watch?v=ucnUAB5Hr7A
Giving Care - 02: "No Poaching!"
Enemies
Miracle Cure Quincy (98,876 HP)
Best Assistant Garu (98,876 HP)
Team Recommendations
- No guardians...
- A unit with guard break.
Stage Tips
Guardian class allies have no use in this battle.
Quincy will mark Healers. Enter Guard Stance to remove. Garu's Target Locked targets the ally with the highest max HP. This ally must enter Guard Stance during certain turns to protect allies with healing abilities. Quincy's Draw Attention requires the ability to remove Guard Stance before Target Locked can be removed. Then, perform a strong attack on Garu to prevent becoming unable to bear the hugely increased attack damage that follows. In the next turn, perform a concentrated attack on Garu or consequences will be bad.
The attack order during certain turns and the ability to remove Guard Stance are the key to this battle.
- Guardians will take 500% more damage. Just don't do it.
- Both enemies will counter all attacks.
- End of turn 1: Your healer will be taunted for 3 turns.
- On turn 2: Guard the healer to remove the taunt.
- End of turn 2: Garu will target the highest HP unit with a special ability. Guard to grant them taunt.
- End of turn 3: The taunted unit will have their guard broken and will be attacked (no negative effect of guard break though).
- End of turn 4: Quincy will taunt, and Garu will increase his attack by 600%.
- On turn 5: Quincy needs to have his guard broken, and Garu needs to be hit with 2 ultimates to lower his attack.
- End of turn 5: Quincy will use a strong AoE here, and Garu will raise his attack power.
- On turn 6: Hit Garu with 3 basic attacks to lower his damage.
- End of turn 6: Quincy will use a strong attack on a unit, and Garu will use an AoE attack. This shouldn't hurt as much if Garu was hit with all the proper steps above.
- End of turn 7: Garu will heal their party, and cast a continuous heal on top of it. The above should begin to loop from the end of turn 1 onward.
- Note that the units will be locked to 1% HP, so you can beat them in any order, but both won't disappear until they are both at 1%.
Video Clears
- SR clear by La: https://www.youtube.com/watch?v=DAyTSit_h-g
Giving Care - 03: "Miracle of Life"
Enemies
Sickly Baby Crystal Fawn (303,004 HP -> 3,031 HP)
Team Recommendations
- No bleed, no trigger, etc that will attack the enemy instead of healing it.
- High attack is all that matters for units besides the above.
- A guardian in slot 3 or a good healer to maintain their health.
- 4 turn or less ultimates, sorry Quincy...
- If you're reading this then honestly good luck, use fire stuff and maybe a full team of healer/buffer units with high attack along with the guardian because this fight hurts a lot.
Stage Tips
This is a race against time. In addition, the middle ally is responsible for maintaining essence.
When carrying out the mission, the crystal fawn will struggle fiercely. The ally maintaining essence will also receive damage. When the crystal fawn uses Gasp for Breath, allies other than the middle ally must perform strong attacks to accumulate energy. During Buy Time, the middle ally must use strong attacks to transfer essence to the crystal fawn.
After eight turns, the crystal fawn's condition will become unstable. The party must enter Guard Stance to protect itself or consequences will be bad.
- This is a healing fight. You want to attack to heal the enemy.
- Basic attacks heal by 125% ATK.
- Ultimates heal by 225% ATK.
- Slot 3 will be hit with every attack you do, so be sure to keep them healed and guarded.
- If slot 3 dies, your party will be wiped.
- There is a 21 turn limit for the fight.
- On turn 1: Guard, you can't do anything.
- On turn 2: You can begin to attack the fawn now to heal it. GUARD SLOT 3 first, then hit. Continue like this for normal turns.
- End of turn 5: The fawn will use a stronger AoE on the party.
- On turn 6: Guard with slot 3, then use an ultimate with slots 1/2/4/5.
- On turn 7: Use an ultimate with slot 3 (hopefully it guards with it, too). This will silence the fawn.
- End of turn 7: If you don't silence him, you will be killed this turn.
- On turn 8: Guard all. There is no warning for this so be careful!
- Note that this will thankfully not occur every other loop, so it will only do this on 8 and 16.
- End of turn 8: If you didn't guard, you will probably die here.
- The above all repeats in a loop after this, so prepare for the AoE again at the end of turn 9! This is a very tight HP fight!