This one is definitely annoying because it has every mechanic imaginable, but it's very doable. It did take me several tries to get everything just right, but the strategy below works well.
Things you need:
1) One or more unbindable bind clearers (unbindable cards in general will help here). Must be able to clear 5+ turns of binds so passive bind clearers+hearts can be helpful as long as they are on unbindable cards.
2) One gravity
3) One time extend active.
4) A nice 3 color (2+hearts) board changer for your lead
The absolute best card here is Awoken/Revo Hades because you need gravity and a time extend at the same time.
The best bind clear for this is Grodin since he also deals with awoken binds.
I used myr because it was safer to stall when I got bound, but any unbindable lead would be great, and any lead that allows you to stall is fine if you have an unbindable bind clearer.
Round 1: tap sakuya carefully. It's very easy to accidentally hit her resolve mechanic (not just at 1hp!!), which is an 8 turn Awoken skill bind. If this happens, it's not the end of the world, but it means stalling for a while on stage 2. There is also an active skill bind at some point, so awoken skill bind will nullify your SBRs and you'll lose your skills. One hit as soon as you are below the resolve.
Round 2: Shiva has a combo lock, but 5 combos is enough so not that bad. If you got hit with the awoken skill bind, stall while he is at high health because he keeps changing the board to all reds at low health. Also, keep in mind that because there are 2 binds coming up, it's essential to deal with the awoken bind here. Otherwise your bindproof bind clearer won't be so bind proof, nor will your unbindable leads. He doesn't hit that hard at high health, so in coop you can tank one hit. Don't burn through too many actives, but do what you need to to stall if necessary. Also, since hades has high cd, you might stall here until he is up if you don't have a lot of s+.
Round 3: Z8 has a 75% shield on the first turn. His first hit doesn't do damage, just binds several cards. If you have awakenings knocked out this can suck. Unbind if needed, but only if you have 2 bind clearers or unbindable passive clearers, and one shot him on the second turn. Keep in mind that tengu has a much worse bind immediately after, so you may want to save your bind clear for that if you only have one. You can stall a little while Z8 is at high health if you need to, so you might not need to clear this bind. He also has an awoken skill bind, so make sure you are over the 8 turns from sakuya if you get hit.
Round 4: Tengu does a 5 turn bind right away. Clear this with an active like Grodin, or two heart rows on a passive bind clear. If anything is still bound, keep him above 50% hp and stall until everything is unbound. One shot him if possible afterwards, but I believe you have one free turn to finish him off if you don't one shot.
Round 5: Orochi is a pain.
Turn 1:
A) Immediately use an inherited gravity (10% or more)
B) Immediately use an inherited time extend active like ra or yomi
A+B) Alternatively, just use Hades for both gravity and +5 second time extend
C) Immediately use a 3 color board change.
You can have these on different teams and pass back and forth to use all of those skills. You'll want to end up on your weaker team for the first turn.
Using the time extend is just to overwrite the time decrease. You can theoretically do without it, but it's tricky given everything else. Since you used gravity, orochi won't trigger the damage absorb, but he will still lock all orbs after turn 1. Use your weaker team to move orbs from the board change so as few combos as possible trigger. This is especially crucial for heart cross leads. This is why I suggest a 3 color board changer, because a 2 color changer usually triggers most of the board no matter what.
Turn 2:
Orochi locks all orbs. Now you are on your better team, the damage reduction is gone, and you can just play the board to one hit. I believe you can two hit if needed, but it's only 8.9 million hp (minus gravity damage) and most of the board will be locked so don't rely on getting lucky if it can be avoided.
Hopefully this helps some of you!
Please comment if you find something to add to this or something that works better.
No stones, but it may take a couple of tries to get just right.
Good luck!!
Last edited by Loki 4 years ago ( 9.6.3 )