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Hell CR
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So we're on the 2nd week on doing hell CR. I wanna know what are the new stuff we've gathered from the first day we got it

Previous thread/ preliminary findings

We know that Awk. Rook and Chancellor get some kind of passive from the knight of the day

  • Rudy day : Stun chance on normal attack
  • Eileen's day : Electrify chance on normal attack
  • Rachel's day : Burn(?) chance on normal attack
  • Dellons' day : Silence chance on normal attack
  • Jave's day : Reflect upon being attacked.
  • Spike's day : Freeze chance on normal attack
  • Kris' day : Death chance on normal attack

Secondly, I felt that sometimes the fight gets easier/ the knight hits less as there are more dead people. My Lina, in particular, hits with much less damage while my universal/offensive units get hits very very hard by the knights. The fight can stretch to turn 13 before Rudy can kill my Lina.


Third : debuff immunity. It seems the knight has some kind of debuff immunity and some combination of capped debuff percent.

As far as I can recall, Rachel's Phoenix defense down definitely won't stick on any of the knights, so does Sieg's Wreck it! damage taken debuff. May's Bratatat!, then, should be the best debuff to stick since it reduces both damage and attack by 40%. However, it seems not able to bring the knights' damage low enough, especially when I am on full party. I remember my Sieg got hit for 7000 damage critical by Rudy.

Of course, some of this observation can be wrong as I still jumbling around my team every single day to find what's the best way to mitigate damage. (Especially on Jave's/Eileen's piercing skill)

So, shall we share the findings so far?

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7 years ago