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  1. #11
    Tower bankrupted me again, but I managed to beat it after upgrading a few select girls.

    126 and 129: just drain girls with some attack debuff thrown in. This setup works well when the enemies aren't too tough and there's a generous time limit. Worked right off the bat.
    [Chat Chit] DMM FKG-126-129.png

    127: a very basic skill debuff setup with two frontliners chosen for their element. Worked right off the bat.
    [Chat Chit] DMM FKG-127.png

    128: I experimented with a few skill debuff variants, but none of them were strong enough to beat the enemy within the time limit, so I tried to 1-turn it with this setup. Took about a dozen tries and a bit of luck, but it worked.
    [Chat Chit] DMM FKG-128.png

    130: the most difficult stage of the bunch. I tried a party based on avoid first, but none of the permutations were strong enough to beat it reliably and healing was hard to come by, so even when I managed to win, the enemy still got some hits in during the last couple of rounds that I wasn't able to heal. A few tries were tantalizingly close, so I wasted a bunch of resources upgrading some girls, but after about an hour of useless trying I gave up.

    Next I experimented with a skill debuff setup, but this fell short as well, since I didn't really have 2 frontliners good enough to beat the enemy within 10 turns. So in the end I had to splurge some rainbow medals and get NY Ivy for the following setup to work, if only barely. I also had to upgrade Black Locust so that I would have someone on the frontline able to survive and draw some fire off Convolvulus. It ended up working too well, actually, since the enemy mostly seemed to target Black Locust and as a consequence Convolvulus missed out on her skill act a lot, which made the RNG worse. Still, after 20 tries or so it actually worked.
    [Chat Chit] DMM FKG-130.png
    Last edited by kuresuta; 10-01-2021 at 10:33 AM.

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