Trichiliocosm is here for wrath res when furioso isnt available
Dawn #2
Just a good damage dealer, no burn or wrath tho D:
I didnt have 4mf or Trichiliocosm, u should use them for the same reason as yi sang
Emotional support 2
Sacrifice #1
Burn infliction and Wrath s1. I'd try to get envy res with sinclair's s2 whenever possible
Sacrifice #2
Emotional support 1
Dawn #1
Sacrifice #3
Dawn #3

This is a team I made from my currently avialable ids and I think I cooked enough to show it here
Here's the general plan for this team:
-Buffs and debuffs taken (in order): Burn + Thirsting, Wrath + Opportunistic, Slash + Accelarating, Wrath + Inhaling, Pride + Hardening
-Turn 1: Evade with Bladeshu to kill Ringlu and bring in sinclair
-Turn 2: Evade with Bladeshu again to kill middle duo, make sinclair enters ego and bring in the other dawn ids
-Turn 3+:
+Try your best to save at least 1-2 of your nuke Wrath s3s (Furioso-Replica, Rend Space - Echoshear [空間斬 - 殘], Blazing Strike, Eject - High Noon/Dismemberment at High Noon and Crack of Dawn) for sunshower fox, shock centipede and wayward passenger, these are the abnos that you really want to deal damage quickly
+When you're using your Wrath nukes, try and get the longest wrath resonance chain possible, especially when you're using Blazing Strike
+Remember to use ego/ marked s3 for don's
Prescript: [Device] III (dont be like me who forgot about it for 9 turns :P)
Finally, here's some notes for each enemy (cycle 5 specifically, should apply for previous cycles too):
+So that no one will cry (4-5 turns): It's right arm should be staggered by turn 3. Remember to transfer your
Entangled Curse Talisman to it on turn 3, other wise you'll have trouble clashing with it's gloom skill. Also dont use your strong skills on turn 3, it will gain 9
Protections from the guards
+Steam transport machine (4-5 turns): second easiest enemy imo, it just takes longer to kill due to it's slash resist
+Sunshower fox (1-4 turns): If you managed to save your wrath nukes, this is a 1-2 turner, killing the fox before the umbrella spawns, even with the 6
Protections from it's
Protection Umbrellas. Otherwise it's a 3-4 turner
+T corp collectors (2-3 turns per wave): Kinda annoying to fight, if you leave them at 6%-24% max hp at turn end, they will heal back to full next turn, so you should either A) kill them B) do just enough damage to stagger them/get them close to being staggered
+Faelantern (3-6 turns): easiest fight imo, 3-4 turns if you can stagger it on turn 2 and 4-5 turns if you cant
+SHock centipede (4-7 turns): REMEMBER TO HAVE EVERYONE TARGET THE HEAD ON TURN 1!!! If you managed to deplete it's shield hp (which REQUIRES your wrath nukes) then congrats!!! it's a free 4 turn, otherwise you'll have to deal with it's
Self-charge for 3 additional turns
+Fairy duo (3-5 turns): ryoshu's Rend Space - Echoshear [空間斬 - 殘] is really powerful here, being able to hit the fairy duo simutaneously, with long legs taking damage from (optimally) 2 atk weight, he should be the one dying first. When gentleman's wine spawns, you should kill it if you think you cant kill gentleman on that turn, if you kill both the wine and gentleman, the 5
Clash Power Down will carry over. If you dont kill both gentleman and it's wine, you cant clash with gentleman's moves
+Wayward passenger (3-5 turns): try your best to stagger one of it's blade on turn 1, if you can do that it wont spawn it's dimensions and hide on turn 2, allowing you to kill it quickly
+Sign of roses (5 turns): This lineup only spawn 1 wrath rose on turn 2, which you can use the middle duo (whoo will be sacrificed anyway) to deal heavy damage to it
That's it with my team, thanks for reading and good luck beating rr2!!!!
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