Tower of Doom Premium 1, 15 Turns- Mario + Rabbids Sparks of Hope
Автор: JaRoH
Загружено: 2024-12-07
Просмотров: 532
Tower of Doom Premium 1 completed in 15 turns. Every battle is cleared in 1 turn except for the midboss, which is cleared in 6 turns.
This Tower of Doom generation featured a generous selection of heroes, Sparks, and skill prisms to allow us to clear every battle in as few turns as possible. Some battles were trivial, but others required more sophisticated strategies. Battles 2, 3, 7, 8, and 10 were the trickiest levels.
Timestamps:
Battle 1 - 0:27
Battle 2 - 3:54
Battle 3 - 8:34
Battle 4 - 12:08
Battle 5 - 15:13
Battle 6 - 20:15
Battle 7 (Final Attempt) - 24:03
Battle 8 (Final Attempt) - 30:19
Battle 9 - 34:30
Battle 10 (Final Attempt) - 42:08
Characters:
Luigi - He can either provide support with his movement or deal high damage depending on the battle.
Rabbid Peach - Multiple dashes paired with Aquadash helped deal damage in battle 7.
Bowser - His Mechakoopas were useful for destroying a Darkmess Eye and defeating a low HP enemy. His big body also makes him ideal for the coin blitz minigame.
Rabbid Mario - Deals high damage with The Dukes, especially when paired with Glitter.
Toxicomet - Supereffective against Squashers. The Ooze spread was helpful for defeating faraway enemies in battle 3.
Electroid - It dealt at least neutral damage against every enemy in battle 5.
Vampdash - Athlete boosted Rabbid Peach's dash damage for battle 7.
Glitter - Lured enemies to be defeated by The Dukes or to set up more elaborate combos.
Aquanox - It dealt at least neutral damage against every enemy in battle 4.
Aquadash - The dash damage boost alongside the out of bounds damage was helpful for defeating enemies in some later battles.
Oozer Master - Attack Master increased weapon damage for Luigi or Rabbid Mario.
Screech - Used to trigger Luigi's Steely Stare against the Giant Squashette.
Aquaquake - It had enough range to reach Flamin' Stooges to deal supereffective damage.
Zephyrdash - It was acquired too late to be useful.
Notes:
-Battle 2's map generation can be a bit inconsistent, so the strategy may change depending on the layout. The initial layout was always harder than the new ones.
-Battle 3 starts with attacking the Wildclaw even though it's not an enemy we need to defeat. This is done to spread Ooze to the Squashers. Ooze chip damage is a percentage of the attack it originated from. The Wildclaw is the most suited enemy to spread Ooze from since it has the most HP. Attempting to do this with the other enemies in this level will either cause the initial enemy to die before Ooze can spread or for the Ooze chip damage to be too low to defeat the Squashers.
-2 POW Blocks are used in battle 5 to destroy cover blocks that the enemies would move to. This keeps our heroes safe throughout the battle.
-The Strongman required me to restart battles if I didn't get the boost I wanted. Battle 3's The Strongman was not needed, it just made the battle quicker. Any boost will work in battle 7 as long as it doesn't fail. Battle 10 needed either a 200% after two rolls or 150% from the first roll. (Using the second roll would prevent me from using The Dukes, which I would need if I only got a 150% boost. In hindsight, I could've put Screech on Rabbid Peach to avoid that.)
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