Library Of Ruina

Library Of Ruina

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Star of the City Decks - Second Part
By Dice_24K
Continuing from my previous guide of SotC decks.
Again, if you like playing the game but suffer when it comes to the preparation aspect of the game, that is making the 9 page deck and what passives etc, then this is the guide for you!
No, these builds are not "100% optimal guaranteed win" or whatever but these are what I used as I'm progressing through the game. I also type up a lot of things for tips. The main reason I'm making this guide is because a lot of guides exist that can advise you on some builds but none that actually give you builds. With that said, I hope this guide helps you out.
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Before we begin
This guide is a direct continuation of my other SotC guide. To save you time of going back and forth between the guides to get started, here are some builds I was using at the end of that guide.
Note: My Full-Stop team is unchanged.









If you have not done Purple Tear, replace "Identify Weakpoint" in Boris's deck with "Emotional Turbulence;" and replace "Violet Blade" in Dong-hwan's deck with "Moulinet." Here's an alternative build for Allen.



If you have completed Purple Tear, here is my setup for her four decks:







Reminder that PT in Guard Stance is immune to status ailments, ranging from Feeble down to Immobilization; smoke isn't a status ailment.
R Corp.
Above the Cane Office comes R Corp. You get two floors for three acts.

I'm going in with Allen, Dong-hwan, Kalo, Lowell, and Purple Tear on Yesod's floor.
I have my secondary floor prepared with my Full-Stop team on Netzach's floor.
Just in case my first floor dies early and I can't Full-Stop win in just one round, I have a third floor prepared on Hod's floor featuring Emma, Boris, Cecil, an Udjat, and a Night Awl.

You'll find the first act, featuring the Reindeer Team, to be quite troublesome with Mind Whip. My recommendation is to use a block dice to mitigate the damage. Also, redirecting it to someone who endures blunt damage is a good tactic. The Sturdy Defense is great against the Rhino Team's Bulky Impact. As for the Rabbit Team, watch out for their ranged attacks.

Now we have some key pages to set up.




Nikolai is easily one of the most powerful key pages in the game. That said, the way I set up Nikolai is for assisting others as the goal of this build is to get to 11+ charge in 1 or 2 turns and then stay above 11 charge while playing 4 combat pages per turn. Golden Opportunity can take you to 11 charge on its own but if you want a more offensive build, swap it out for Quick Suppression.






Similar builds. Nikolai has speed 3, starts with 4 light instead of 3, and her exclusive combat page is really strong, so she is stronger than the rest. I'm putting her on my main team.
What about Myo? Myo goes here:



See the section titled "Myongest" for more information.
Also, an update to PT's Guard Stance:



If you want, you can replace an "Energy Conversion" for a second "Graze the Grass" to use. This is to always be able to play four combat pages in Guard Stance starting Emotion Level 4 and get full use of the charge. Like two Overcharges, an Energy Conversion and a Graze the Grass.
Cane Office Update
For me, I don't really use Cane Office. They're not very good compared to R Corp and are best suited to just buff them. In case you like them and want to use them, I generally use the similar build for them too.








Keep in mind that without Battle Ready, the first turn or two is going to be inconsistent depending on your starting hand. I gave them all the capacity to go to 20 charge as you'll be gaining more charge than spending it.
Nemo can revive once per act by spending all his charge after he takes lethal damage. The build is focused around the premise of gaining and losing charge but maintaining high charge. If you're around 11 charge at the start of the turn and you're about to die in a clash, use one of your charge gain pages in the clash to gain charge, and you should heal back up to nearly full HP. Every 30 HP Nemo loses, he'll gain 1 Strength and 1 Endurance, which can happen twice. Healing will not remove the strength gain, so reviving back to half or full HP will extend the time Nemo gets to enjoy the strength and endurance.
Bada wants to use Devastating Thrust as much as possible and win those clashes while Martina wants to stagger her enemies.
Myongest
Note: Counter Dice don't benefit from Myongest.

What is Myongest? It's a combination of "Myo's Prowess" + "The Strongest" making "Myongest." The Strongest will guarantee you roll at least one of your speed dice as infinity and Myo's Prowess gives you more power on any combat page depending on how much faster you are compared to your opponent. To be specific, for every 2 speed you are faster than the enemy's speed dice, you will gain +1 power, up to a maximum of 5 power.
Also, Myongest is 100% intended by the devs.

In short: you get +5 power to your Infinity speed dice.

There are plenty of ways to use this. The most obvious is on Gebura.



I know Gebura's floor doesn't have E.G.O. yet, but you can use this floor and enjoy making the game easier on yourself. Focus Spirit adding 3 strength is quite effective as it puts your infinity dice at +8.

Another option is to take Myongest, which costs only 8 passive points, and give it to someone else and use it on another floor. For example, Allen can benefit greatly like I stated in my previous guide.



Allen will now get PLUS SEVEN on all his pierce attacks on the infinity speed dice. Also, he will destroy any block dice (not evade dice) upon starting the clash. +5 from Myongest and +2 from Stiletto.
Another valid option is Purple Tear.



PT will also get PLUS SEVEN on her infinity speed dice. Reminder that she gets +2 power from her stance.

The floor with the highest Synergy for Myongest is Yesod's floor because there are two abnormality pages that directly improve upon Myongest.




Chained Wrath makes all your rolls the same which makes you roll ALL INFINITY. Clean just adds another +3 power, making the power gain +8. +10 with Stiletto or PT's Stances.
If the option comes up to grab one, grab Chained Wrath first. Rolling four infinity dice is far more empowering than adding +3 power to your infinity dice.

One last thing: I'm using Yesod's floor all the time for Request as I'm still going for 5 extra copies of every book. I still don't know why I'm adding this grind on myself, but I'm sticking to it.
Anyway, in the interest of not making it too easy on myself, I won't be using Myongest unless I'm redoing a reception to grind for more books. I will have Myongest on Gebura as I intend for my back-up floor to be Gebura's floor instead of anyone else. You can do whatever you want.
General Invitations
In my previous guide, we did 3 General Invites which is only half of SotC's general invites. Right now, we're going to do the other half. The only way to access the second half is to put out an invite from the second row of SotC that does not lead you to a main quest. This is why you cannot access these general invites after completing Gebura, but you can access them after completing Purple Tear. I delayed to do them until now as not everyone would want to do Purple Tear so early.

Anyway, to access the first Tier 2 SotC General Invite, send out one of the books of R Corp. I have 5 of each, so I'm just going to send out a Book of Reindeer. Say welcome to SotC's Discard-based Combat Pages.





Irina has Speed 3, so giving her Margin and going with the Olga strategy will not really hold up on her.
Your goal with Irina is two fold:
1) play Final Stroke or Equivalent Exchange to discard Multiparty Compensation to restore everyone else's light.
2) Hope you draw Final Stroke. It's not the most consistent discard deck in its current state as we're missing a crucial discard page that we don't get until much later.
Yeah, we can bring back Olga and your goal with her is unchanged: ditch your entire hand every turn and draw 3 next turn and restore 2 light. 2 light instead of 3 light because "Stacking the Deck" is with Kalo. You'll offset the lack of the passive with restoring light from "Insurance Coverage."

Next up, put up two books and you can use the Insurer's book for the second book. I'll be putting up an Insurer's book and a Reindeer book. What's greeting you now is SotC's better smoke combat pages from the Leaflet Workshop.




If you want, swap a Deep Drag for a Repressed Flesh.
Yae has a lot of passives, so there is only space for 3 passives. If you want to make another smoke deck based off of this, you won't be able to make use of "Exhale Smoke" as it is Yae's exclusive combat page, so instead, use another "Smoke Prick."

Finally, put up 3 books for the final General Invitation. An example of 3 books would be: Leaflet Workshop, Insurer and a Reindeer book. This is Bayard's office, home to an amazing passive called "Offensive Position."



What about his gimmick? It's garbage. You immobilize yourself and then you spend all your stagger resist.
When you spend all your stagger resist, you are staggered.
The efficiency is literally one third because you don't get to do anything for two turns just so you can do something for one turn. Ignore it and just use Bayard as a strong key page that comes with Offensive Position.
With that said, I opted for a pierce singleton build. Bayard will have +3 power to all the pierce dice because of Stiletto + Offensive Position. Mind Hauler + Keeping in Stride should help survivability as well as offset the risk from the fragile.
Updates to Builds
With new combat pages and passives, we can update some builds and so I'm taking a moment to do that.

Let's start with the Red Mist's build. The combat pages are unchanged from the "Myongest" section of this guide.


Myongest + Offensive Position is +6 power to your infinity dice. Health Hauler is fantastic because it lowers the risk of Offensive Position while also benefiting the "Absorption" abnormality page.

This is an update to Kalo's build. I changed out Mind Hauler to Offensive Position.


The healing from of Best Choice should offset the fragile for the benefit of +1 strength. Kalo's combat pages gain power on their own and Threefold Tenacity is effectively a better Fervor, so adding another strength will make this powerful key page even stronger.

A quick little update to Allen's deck and PT's pierce deck. Swapping out Mend Weapon for Wedging Thorn.



Speaking of PT, updating her passives will help.


Eyes of Death/Enervation + Offensive Position together give PT an immediate +2 power on top of her stance's +2 power. This helps PT get +4 power every stance, even in guard stance. Guard Stance PT gets all the benefit of Offensive Position without the risk because you're immune to Fragile.

Lowell and Dong-hwan can also be smoke builds to use on other floors or double up on one floor.




Similar to Yae's build, but I also swapped out a Deep Drag out for Repressed Flesh like I recommended. An important thing about Leaflet Workshop's combat pages is that they roll really well. For example, Smoke Blow is a 1 cost page that has rolls that would compare well versus some 2 cost pages; look at "Absorb Impact" for a direct example and remember: Smoke Blow gains 3 smoke, inflicts 3 smoke and restores 1 light. Sure it must land, but it is very likely to land as it rolls well and you need to play well anyway.
Also, this is why we use Bulky Impact instead of Absorb Impact.

Finally, an update to Binah. You cannot change her combat pages, only her passives.


With Fervor, you'll have +3 power to your attacks. Now Kim is free to do whatever you want with him. I plan on showing a build off later.
R Corp. II
If you need to grind more books for R Corp, instead of redoing the reception, go to the next reception above R Corp. You don't need to keep any books except for the basic minions of R Corp; meaning Reindeer, Rhino and Rabbit. This means you can burn all the Rudolph, Maxim, Myo and Nikolai books with no risk... Unless you're me, I'm getting 5 of each no matter what. :U

Anyway, you get two floors for four acts, so take your 10 best key pages and prepare any two floors you want.
I'll be going in on Yesod's floor, as you'd expect, with Allen, Yae, Kalo, Nikolai and PT.
My secondary floor is Gebura's with Red Mist, Irina, Dong-hwan, Bayard and Lowell.
Also, I have my full-stop floor ready, just in case, though I doubt I'll use it. The final act cannot be won in one or two rounds with a fresh Full-Stop floor unless you barely lost to it.

We now have some new combat pages to deal with. Before I update the R Corp. key pages, lemme take a moment to introduce you to the Rapid Gashes build.




This is a slow-to-start build as it needs one or two turns before it gets going. The plan is to clone Rapid Gashes and your deck will be 6 of them plus 3 Overcome to draw. Rapid Gashes rolls insanely across the board and beats any mass summation.
Fun fact about Clone: Make sure you have a Rapid Gashes (or whatever page you want to clone) in hand when you use it or else you'll clone something else.
Sure, you'll find some people argue "but it's better on Yujin because she restores 2 light every time she plays a Rapid Gashes page" which is true, but if you've learned anything lately, enemies are using mass attacks and Yujin just dies. Furthermore, you don't need light to play this; at the most you should be paying 2 light for any Rapid Gashes.

As for the R Corp. builds, due to the nature of their exclusive pages, you won't be spending charge as you need to be at the max to use it, so my entire premise of gaining and spending charge every turn goes out the window.
Importantly: Don't use Nikolai's Disposal, nor should you use Myo because her passive is too busy being on Gebura. Disposal is a "win more" combat page; not only is it incredibly niche, but the niche it fills is literally "hey, you're about to win, so wanna waste 5 light this turn for no reason?" Trust me, it is far far FAR better to keep Nikolai supporting everyone else so they can do all the damage.






What brings these builds down is the key page itself; no Speed 3 and only 3 starting light. They're still good though and the key difference is how Maxim's mass attack consumes all 20 charge (and gains +10 power), so you have to start climbing back up from 0. Meanwhile, Rudolph's will not be consumed, so you can use Mind Whip after the mass attack. You'll need to get back to 6 light and 20 charge, so a Mind Whip shouldn't set you back far enough in an obstructive way.
Try to aim Mind Crush where it is guaranteed to land to get that stagger damage and remember that Rudolph's passives gives extra stagger damage too. Rudolph's entire goal is to land that stagger.

One more thing there: an alternative Rudolph build where you give him Maximum Crash for even more stagger damage.

The Index Proxies
You only get one floor, so grab your preferred builds on your preferred floor and charge right in. The first act is designed for you to build your emotion level to face the next act where the real danger is.

With this reception complete, we have access to new Singleton Combat pages which allows us to update a whole bunch of decks as well as enjoy the Proxy Key Pages.
Note about Singleton: If you clone something in your deck, that will break the singleton; the game checks your deck every time.





Esther is an incredibly powerful key page and Castigation is effectively anti-ranged attacks. You shouldn't find yourself running low on light or pages in hand while playing four pages per turn. Field Mods making your entire hand cheaper is pretty amazing.
Gloria and Hubert are less powerful, mainly due to lacking Speed 3 and starting with 3 light, but I opted for a gimmick builds for both; Hubert with Smoke and Gloria with Maximum Crash. If you don't want the gimmick builds, just use Esther's build instead.
Note: Don't use Castigation when there is any Power Null effect.
Ozma


Well, don't bring in your Rapid Gashes build. I'm going in with Nikolai, PT, Allen and Esther. You can make this easier by bringing in a weak deck and letting Ozma inflict Oblivion on the person with the weak deck, but you don't need to.
The main tip for this abno fight is to turn off Quick Mode and look at the Jack's effect for which one you're dealing with; North, South, East or West.
I'm aiming Oblivion at Nikolai as her most dangerous card is Battle Command, which is really dangerous, but she also has easier combat pages to deal with like Graze, Leap and Energy Conversion. An important thing to note: the moment you land the 9th hit on the Jack, the moment all the Jacks die.
The Price of Silence
Ah, my least favorite abnormality.


I like to take my time and plan things out carefully, so a 30 second time limit is just the worst thing for me. To that end, there is something that can make things easier. First of all, pick 3 of your preferred team members and give them to the Assistant Librarians. Look at the most common damage type (slash, blunt, or pierce) in all your intended decks and then pick out one of the Rats. Yeah, the Rats from the start of the game; Lenny, Pete and Mang-chi. Give this Rat key page to Hokma. The first ghost that spawns copies the resistances of Hokma and if you can kill this first ghost consistently every turn, then you win.

I'm taking PT, Allen, and Esther. These three mostly have pierce attacks, so I'm picking Mang-chi and also giving him pierce.



The last thing is the little buff the ghosts get; either +3 power in a one-sided attack or +3 in a clash. If they gain power in one-sided attacks, make sure to clash and if they gain power when it comes to clashes, let them one-side. If you're faster, then pick one of the two speed dice and clash with it while letting the other one one-side.

If you're going the route of using "p spacebar" then at least remove the "Silence" page and replace it with something else.

To be perfectly clear: I'm going all in with Myongest PT in Guard Stance. Overcharge is Pierce Slash Pierce and should stagger the ghost immediately because of Mang-chi's weakness to pierce and slash.
I don't care how cheap you think it is to do that here. I hate this abnormality fight and I don't wanna spend any more time on it than is necessary.
The infinity speed dice getting +5 power is guaranteed to go first if the attack is redirected. With "Gaze of Others," you're pretty sure to kill it with an Overcharge and an Energy Conversion, but just in case, throw in some extra attacks.
Blue Star


This is designed to be a long battle, so I took Nikolai, PT, Esther and Dong-hwan. Pay attention to their stagger weaknesses; also "Identify Weakpoint" works flawlessly. This should be easy enough if you balance well and play your economy. It's okay to lose some clashes but spread it out as every librarian restores 10 stagger for every cultist sent to the stars.
Singleton Builds
Now that we have Multislash, also Somber Procuration, we can update any Singleton decks and some others can benefit greatly by going singleton. Here are some updated builds:





You'll notice Kalo has Switcheroo. Why? Focus Fire, Shock Round, Summary Judgement and Suppressing Shot will discard Switcheroo and draw you a page. They will not gain any power but it does help your deck be super consistent, especially if you use one of those key pages on the first turn.
Allen does have Multislash which is pretty guaranteed to lose all its clashes, so use it for one-siding or getting red emotional coins.
Liu Association Section 1
I'm running in with PT, Nikolai, Kalo, Esther and Allen.
Try to beat Chun last as he drops 1 less book on average; also burn his books after you burn the Liu Section 2 books.
A reminder that PT in guard stance is immune to burn.

With this reception, we have more Fervor! Hooray! Furthermore, here's the Kim build that you can build after this reception.




Kim only has 3 passive slots, so he is at 8/10 passive points. This is a fairly strong build as after cloning, you'll have 6 Burning Flashes which will consistently land the effect. Bottom Deal just helps the deck be more consistent by drawing an extra page per turn.



Chun's weakness is being surrounded by better key pages while kinda being forced to use Burn due to his passive. Most burn combat pages aren't that great, so I'd rate his key page as weaker than Cecil and Mei.
The Servant of Wrath


I'm going in with my usual strong team of PT, Esther, Nikolai and Kalo.

A pretty straightforward abnormality fight because you can't kill the Hermit, so just make sure he doesn't stagger the Servant of Wrath and you'll be fine.
Punishing Bird
Before we get into Realizations



PT, Esther and Nikolai can handle this. This is quite gimmicky. The main thing to watch out for is using counter dice. Focus one minion at a time, you can ignore "Cuckoo" as it is just one attack if it one-sides you. Don't ignore the other attacks.
Esther has Offensive Position which increases damage taken by 3, but because he endures blunt damage, it should be fine. If you don't like it, you can take someone else with you.
Will of the Prescript or Golden Opportunity can be used to avoid the pecks and hit the bird.
Judgement Bird
Binah stopped sipping tea.


The gimmick of the fight is to hit Binah with your economy pages. Doing so will give her the "sin" status which will prevent you from instantly wiping from the mass attack. You might wanna swap out Offensive Position over to something else.

Alternatively, cheese the boss! Give Binah Full-Stop passives, hit the bird with Degraded Pillar first and then Degraded Fairy second; then run into the bird's counter dice with this setup:



Any keypage with speed will do. I used the insurers because I wasn't using them for anything.
Your goal is fail every clash against the counter dice, which results in more rolls by the bird, which results in more fairy damage (8 damage per roll). This should kill the bird in one or two rounds. Ignore the the minions.
If you need to use Feint, make it the slowest speed dice.

You might get unlucky once or twice, but this method should be faster anyway.
Tiphereth Realization


Take your five preferred teammates and charge right in. Get some revenge on Queen of Hatred for any bullying.

The main thing to keep note of is the final phase:
If you want to beat the clown more easily, let Nikolai put her mark on the clown and not transform, standing around doing nothing while having 11+ charge (giving everyone +1 strength and +1 endurance) and don't progress past the second phase. The second phase has no counter dice, allowing everyone to one-side the clown at no risk.

The clown inflicts -5 power on anyone who isn't being targeted by him.

If you want to deal with the clown more QUICKLY, make sure to put Nikolai's mark on the Clown, but the person who doesn't transform is someone with smoke, get to the second phase (Heart) and go all out with one-siding the clown while Magical Girl of Love handles the clashes. Don't forget to have someone use Hope. 10 Smoke + Mark is 100% more damage.
Gebura Realization


Once you get past the first phase, you should be in for a smooth ride. Don't E.G.O. until the third phase; grab Absorption for Gebura.

Do NOT grab Fear of Water.
Chesed Realization


If there is anything noteworthy, it would be the final phase. All your librarians are revived and the gimmicks are exceptionally important. (Use the special combat pages immediately.)
Whatever you do, don't give Yujin's key page to Chesed. Furthermore, for the character that gets Oblivion from Ozma, make sure they don't discard their hand; you need to hit the correct Jack nine times in 3 turns and if your hand is empty, then you won't be able to accomplish that.
Yan
Pretty easy fight if you understand the gimmick. The most dangerous thing is if he rolls max on Distorted Blade, but that's RNG for ya.

Advice for the fight.
Be aware of his speed dice. He will buff his hands with "Attack" and "Protect" and you should definitely redirect those buffs away. A hand getting 3 strength is more dangerous than a hand getting 3 protection, so if you have no choice but to allow one buff to go through, let it be the protect.
If you're worried about losing clashes against those hands, then don't be as they are evade dice; losing to them means he will restore his stagger resist which doesn't matter if he's at full stagger, so I recommend using your economy to redirect those.
There's also "Vigil" which inflicts someone on your team with power null. Power null is quite dangerous so make sure you're aware of who is getting it and plan accordingly.

Ideally, Vigil will target a librarian who is fast enough to redirect both buffs on their own and everyone will clash with the hands.

An example: It's turn 2, you're on Gebura's floor and Yan is targeting Red Mist Gebura with Vigil, then you have a choice to make:
1) Gebura doesn't clash with the hands this turn and instead redirects the other two buffs away from the hands (should be possible as she has at least one infinity speed dice), but you don't land 8+ damage Red Mist pages will not get their effects off.
or
2) If you have people fast enough, redirect Vigil away from Gebura so she can clash against the hands.

Risk/Reward

If you're forced into option 1, it isn't the end of the world as there's technically an option where it is almost the end of the world: 3) ignore Vigil and clash normally with Gebura but you're on your way to losing if you decide that's the best idea. Why? Because Gebura will most likely lose all her clashes which results in the worst scenario where not only did Gebura fail to deal 8 damage, but she also she'll take a lot of damage; maybe even got staggered?

Seriously, don't ignore Vigil.
Vigil is also the reason as to why solo'ing this fight is super hard.

As for the hands, Baleful Brand is probably the most dangerous attacks as it inflicts Erosion, but it isn't the end of the world if it lands.
Lock isn't so bad as you can just let it one-side someone if they endure blunt. It'll save you a tough clash
Compress is also dangerous as it inflicts strong debuffs, but it is blunt and a lot of builds tend to endure blunt. It also rolls decently high.
Flurry of Fists kinda standard. It rolls just a bit better than Gebura's Spear, so you should have a lot of options at beating this in a clash.
And finally, Giant Fist is a pain to deal with but a block dice to mitigate damage is a good idea; letting someone who endures pierce damage (like Nikolai) handle it with a block dice is an even better idea.
Seriously, even just using Graze the Grass is fine as rolling min and getting hit by a max is just 7 + 5 damage. 17 minus 3 = 14, divided by 2 for endure is 7 damage. Note: The +5 damage is from the "on hit" effect and is not stagger damage. Less extreme example: if Graze's block rolls a 5 and Giant Fist rolls a 13, then that's just 4 + 5 damage.

Once you take down both hands (30 HP or lower), Yan will switch to "Endure." If you beat the hands down in less than 6 turns, he'll immediately set Distortion Blade to be used next turn.
Note: I experimented with to see if you get to beat him up for more than just one turn before he drops Distorted Blade and the answer is no. You only get 1 free turn when he swaps to Endure and he'll drop Distorted Blade next turn, as his passive says.

He doesn't have a lock on his HP preventing from dying so if you do bombard him dead (like using Nikolai's Mark + Smoke) then he will just die. If you don't, once he drops below 300 HP, he'll move onto phase 2.

Phase 2 is almost the same as Phase 1, except he'll be dropping Distorted Blades once every 2 turns. Importantly, his hands will only have around 80 HP and once you knock them down (30 HP or lower), he won't have access to his evade counter dice as he'll spend his turn trying to repair his hands and this is your chance to finish him off.



Fun fact, if you're wondering what's up with his name, that's on purpose. If you play the game in Korean, this is his name:


Your reward for beating Yan is an impressive key page and some amazing combat pages. A highlight goes to "Will of the City" is one of the best economy pages in the game and it does not require singleton. There's also Blind Faith is that's really good as it rolls well against Mass Attacks and if Power Null is active; also it effectively costs 2.

Yan himself is a pretty strong and impressive key page which can double up as a bit of support with the "Prescripts" he can give out; you find them in the "E.G.O. Hand."




He gets +1 power if he has 1 more Red Abnormality Page(s) than Green/Blue Abnormality Page(s). At 2 more Red Abnormality pages, he deals 1 extra damage and stagger damage; as if the enemy has 1 erosion. It is less important than the +1 power for sure, so at least aim for that.

Alternatively, the "I wanna use Distortion Blade" build.



Another fun fact: if you wanna use four Distortion Blades in one turn, Chesed's floor's "Magic Trick" abnormality page can make that happen. Make a deck with three clones, use them to get four Distortion Blades, get the abnormality page on Yan, use it and crush your enemies!
Xiao
People tell me this is the hardest fight, so I saved it for last. You cannot use Full-Stop tactics against her.

You have two options when it comes to playing this fight:
1) play the gimmick around Pu Lao, where you break her Reverse Scale in time for power null to cancel her benefits
or 2) Ignore it and just bully her to death.
Obviously, the second one is much riskier so the first is recommended. The key tactic is to make sure to just not attack the reverse scale and make sure the target of the reverse scale has no counter dice.

A handy thing about PT in Guard Stance is that Overcharge rolls really well; also she is immune to burn.
Furthermore, Xiao effectively dies the moment she is staggered. If she survives the stagger, she only restores 275 stagger resist (which is half her max stagger). Smoke + Sooty Thwack sure is welcomed in this fight.

Importantly, she does not recover stagger between floors and you get 2 floors. If she is around 75 stagger and your team is just one dude barely hanging in there, it will be better to let him die, go to the next floor, then immediately rush for her Reverse scale to stagger and kill her.

Xiao can be treated similar to Lowell, where you have a strong key page to put whatever you want on it. Xiao builds tend to look like this, for the burn:




The thing about Xiao is that all her burn synergy is self-contained in her "Force of a Wildfire" passive; which is like a better flaring brand. Instead, you can make a smoke build.




You still get access to her exclusive E.G.O. after hitting emotion level 4, so don't worry about that. Lastly, a non-singleton build:


To Impuritas!
I hope my guides have been helpful. I'll put some updated builds with new combat pages and using the new 12 passive limit in my next guide as there are a ton of images in this guide already.

Also, yes. I have been getting 5 of every single book. Don't do this, lol.

49 Comments
Dice_24K  [author] 17 Jun @ 5:41pm 
Here's a direct link to my impuritas guide: https://sp.zhabite.com/sharedfiles/filedetails/?id=2889235752
Dree 17 Jun @ 2:00pm 
Hey, your guides have been really useful, thanks! Is the one for To Impuritas already out, or is it yet to be released? I cant find it personally
alonis2pro 13 Jun @ 10:38am 
Thanks! that finally did it
Dice_24K  [author] 10 Jun @ 12:35pm 
Try a team of: Red Mist, Nikolai, Esther, Allen and Yae.
alonis2pro 9 Jun @ 2:12pm 
which team did you use for gebura realization? I've tried it a few times and failed
Ohh alright thanks!
Dice_24K  [author] 8 Apr @ 5:19am 
Sayo's key page is colored purple. Purple key pages max out at 3 copies. I know it says "0/2" on her key page when you come to burn her book, but when the rewards reset (manually or automatically), it will go back up to "1/2" so you can get the last copy.
This weird thing was implemented to add some grind to the game in early access.
Hey, I've noticed one thing. Lowell and Dong-Hwan are both supposed to use Sayo's Key Page, but then also Nikolai uses it. Is there something I missed? You can only have two sayo Key pages
Erik 5 Apr @ 9:58am 
My guy, you have been a godsend for my playthrough, just beat Xiao (first try btw, and forgot to go into Guarding Stance with PT)

...didn't get her special 5 cost card, or a lot of her deck cards actually. Actually beat her first before Yan since I finally just learned after 50 hours in why I shouldn't burn all books on hand (and also the Realisation/Abnormality Fights need you to have a book on hand)
Kulpas 28 Mar @ 7:23am 
> play the gimmick around Pu Lao

I just got yeeted by the first act on my best team, didn't even get a chance for that lmao