Ultimate Challenge 3, 6 Turns - Mario + Rabbids Donkey Kong Adventure

Описание к видео Ultimate Challenge 3, 6 Turns - Mario + Rabbids Donkey Kong Adventure

Ultimate Challenge 3 of the Donkey Kong Adventure done in 6 turns. Shoutout to Fidel for being the first to complete this level in 6 turns.

Notes:

-The skill trees are finely tuned for this battle. You'll want to max out HP in the skill tree for all characters, as well as the strength of all the techniques. (Such as Heal and Long Story.) The only cooldown buff that needs to be filled is Stink Eye's.

-Rabbid Peach was not supposed to get hit by DK on turn 1, but I rolled with it anyway. She was supposed to dash the two Bucklers at 110 HP and team jump off DK.

-Rabbid Cranky does not need to get a critical hit with the first Barrel Bolt. DK can throw the Ziggy at it to finish it off on turn 3, then the Ground Pound on turn 4 finishes off the Bunch that DK originally aimed at.

-Long Story helps keep the enemies around Rabbid Cranky from messing with his moves, but it's primary use here is to disable the Smasher's Weaken ability.


Summary of RNG:

-Rabbid Peach needs a critical hit on one of her two Sentry attacks (From turns 1 and 3.) to take out a Bad Banana Bunch.

-Barrel Bolt needs a critical hit on turn 3: 70% chance.

-The two Hoppers targeting Rabbid Cranky on turn 3 need to not get a critical hit. It's unknown what their critical hit rates are.

-Ground Pound needs a critical hit on turn 4: 70% chance.

-Barrel Bolt needs a critical hit on turn 5: 70% chance.

-The Hoppers targeting DK on turn 5 need to not get a critical hit. There are usually two of them that attack him.


Summary of Fire RNG:

-The Fire caused by the Burn cover block at the start can cause issues, even though it's rare. A character/enemy might be out of range for a dash or DK's Grab & Launch. Some scenarios might cause the game to softlock as well.

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