
i CANNOT be assed to make a board for this part, when he does a big wave, light party 2 goes right and stacks if he has 2 big balls, and spreads if hes gappy moding and vice versa
When he does the move called "deep blue" or alley blue or whatever its called, go clockspots, if its double down move out of the way immediately after getting splooshed, if reverse then stand still, simple pimple
i have made this guide needlessly gross, ill abstain moving further
for this part enjoy this strategy board i stole
For this mechanic, enjoy our bespoke "knockknock" strategy, named after doors that will close when you dare use it
Good luck reading this shit, bait order for hot jump is range-tank-healer-dps
The goal of this mechanic is to blast the prison with fiery zeal, while avoiding moisturing it even a little
To accomplish this, we wanna alter the starting shape of the tethers and end up with 2 nice lines going side by side like so:
These types of lines that go side by side are called Churmalines and nothing else
To achieve these churmalines, we do a little manoover like so:
they do 6 dashes total i think but i couldnt be bothered to draw them all
It has come to my attention that I overlooked to add the move "deep impact" into an earlier part of the guide, however, as you have clearly overcome this challenge to reach this far I will not expound on it further
further testing has concluded that our churmalines strategy was subotimally represented, this is the amended stratagem:
For their next move, the breastacular brothers split the churmarena into hemichurms, using a big ol' Churmaline! The goal is to avoid their standard bullshit backwash while also not fucking over your future self 5 seconds later
To achieve this we wanna have half the squad land pleasant park, while the other half land retail row, and then perform an epic storm rotation like so, to cruise to chickin chikin winner dinner!