The keystone of this team. His ability to inflict {Loading...} every turn is essential for enabling this team to output damage.
{Loading...} is notable here due to it's synergy with {Loading...}.
A supportive slot, but an important one. Her main use in this team is to provide {Loading...} onto high priority targets. As Well as vital
Lust Resources for some EGO skills.
Outside of that, {Loading...} provides top-tier healing, and {Loading...} can make use of a pre-existing tremor stack if a fight is going on long enough.
A simple [3
Gloom Resonance] provides a free 15 SP heal upon your lowest SP sinner. Unlike Whistles, this support passive prevents itself from targeting negative sanity IDs, so {Loading...} is safe from the SP healing effects.
An extremely strong ID in her own right, she gets the first backup slot to swiftly clean up any messy fights that find you losing a Sinner. Her high coin amount skills will lead to a lot of {Loading...} procs in a pinch.
The main damage dealer. She is slotted 1st so that she gets chosen first for most passives. Her absurd number of actions per turn take full advantage of what the rest of the team provides, including constantly activating {Loading...}, making her easily the second most valuable member in this setup.
Slotted for his passive that variably boosts the damage of the highest speed unit that uses {Loading...}. Some of our strongest units use {Loading...} and can get fast, so the synergy is obvious.
Support Passive boosts the damage of the ID with the most {Loading...} by 10%. In most cases this will target {Loading...} or {Loading...}, but that damage will not be wasted.
A simple [3
Gloom Resonance] a turn enables a variable damage boost upon our highest damage sinner, as well as extra {Loading...} potency and/or count if the enemy lacks SP.
A strong unit in his own right, so he is the final backup unit to help clean up any fights that are going poorly.
Every few turns, she is capable of enacting an extremely powerful skill 3-2 that procs {Loading...} a lot, which is our goal for this team. The {Loading...} she provides is extra damage on top that just generally helps the team out.
An extremely strong ID that provides copious amounts of {Loading...} count and high pierce damage. Defend on the first turn to enable her negative coin state, and she snowballs from there. {Loading...} is notable as one of the best sinking inflictions in the game when corroded, as well as an alternative method to getting her into a negative coin state.
General 10% Damage boost to damage for our highest SP sinner.
A very tanky and powerful ID that stacks {Loading...} upon herself every turn and gains a sizable damage boost via a simple [3
Gloom Resonance]. The {Loading...} she inflicts with every skill and the {Loading...} she inflicts with her skill 3 is further damage amplification for the 2 most common sin affinities in this team.
A Tanky ID that provides some unique benefits to this team. Mainly in the passive effect he gains with [2
Gloom Reasonance]. He provides {Loading...} to an ID in the earliest deployment order who didn't have the effect the previous turn. Our two IDs in the earliest deployment order here both consume SP to reload their unique {Loading...} types, so the effect will bounce between these two and make sure their SP is always topped up.
His s2 is also notable for having a lot of coins and effects, which will proc {Loading...} a lot. He also has access to {Loading...}, which not only has a lot of coins, but also the only other way to inflict {Loading...} in the game.
This is a
Sinking team with a heavy emphasis on taking advantage of both the ID [Ryōshū] Lobotomy E.G.O:: Faint Aroma & Solitude and the
Butterfly effect for heavy, consistent damage. I believe this team is not only simple and fun to pilot, but also extremely strong and can clear most content in the game quickly. The small amount of
Tremor included in this team is more as a bonus than an explicit focus, but
Tremor - Decay provides a small damage boost on top of everything else the team is doing.
The general playbook for most fights using this team is paticularly easy: For skill selection, you should aim for a
Gloom Resonance of 3 or more every turn until the team has maxed out their sanity, then play by ear from there. make sure to get at least 1
Sloth Resource in the first turn to activate Ryoshu's passive. By turn 3-4, you will have either won the encounter or have several powerful skills lined up that will severely damage anything in your way.
In boss fights against single targets in paticular, your goal is to both maintain a high
Sinking stack and
Butterfly as soon as possible. Many of the skills in this team are either neutral or higher in status infliction, so the math one has to do in their head to maintain
Sinking is actually not that hard at all. Just remember: It is better to have an ID defend and do nothing for a turn, than ruin a stack prematurely.
Not Much to say here, other than this team dominates pretty much all Story Content with ease. It is good practice for using the team for harder content, if you are not used to using it.
Due to the current Railway endgame content being a bit outdated, it's hard to really quantify its usefulness for the rest of the content in the game. But to be thorough with advice, you would have to remove [Gregor] Lobotomy E.G.O::Lamp from the main squad, as [Faust] Wuthering Heights Butler is simply too essential for fast clears.
This team is notable for clearing the Luxcavations very fast even in disadvantageous matchups. Of course this team dominates the Pierce EXP Luxcavaton and Gloom Thread Luxcavation in 4 turns or less. So if you're the type to not skip Luxcavations for whatever reason, or intend to use the upcoming chain luxcavation feature: this is an extremely efficient, all-purpose team for that.
This team obviously preforms extremely well in the Mirror Dungeon, with the various ego gifts that boost
Sinking teams' effectiveness into the stratasphere. Manor-shaped Music Box, Hoarfrost Footprint, Pink Petals, and many others that severely nerf the enemies' ability to clash and damage your Sinners in the endgame. If you wish to make use of
Tremor gifts as well, it requires only a small tweak to the team to drop [Gregor] Lobotomy E.G.O::Lamp and [Faust] Wuthering Heights Butler in exchange for [Meursault] The Thumb East Capo IIII and [Heathcliff] Öufi Assoc. South Section 3, as they synergize reasonably well.
Give it a try! It's fun and easy, and makes full use of cool Walpurgisnacht IDs :)
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