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Fated chain man is as cracked as he is jacked, as the kids would say, and he definitely needed a power limiter of some kind to make it not completely trivial. I was too much of a coward to do it with only three characters, unfortunately, so this'll have to suffice. The idea of off-element Nemone emerged from something else I was trying that didn't pan out, but it's great here. She's close to zero maintenance since she'll never get hit, her buffs work off-element, and the healing/mitigation she contributes are exactly what the wind characters need since relying on Korwa ougi for healing isn't enough. I don't know what the plan prior to Beelzebub release would have been, but he certainly made it much easier; having 3/4 of the mandatory dispel quota covered by one summon slot opens enough space for MC to not need to spend a subskill for three skills to manage ougis after 50% with, as well as for Korwa to handle survivability as opposed to a character with more necessary utility. The lack of Andira 3 makes landing gravity a little problematic after 50%, but it's tolerable with Return of the Fox available to offer a second shot at it. It's needed for debuff stacking purposes, anyway. Siete's damage output facilitates the first half very noticeably. His 2 covering 7 million on its own towards cancelling an ougi is kind of nuts. His 150 passive ends up being less relevant than it might look, though; 10 million is easy to attain and the only cancel condition that's not either that or already an FC is 30 hits for Chaoscaliber in the first 25%. Letting Unisonic intentionally get off to FC cancel bit me in the ass on an attempt when I didn't have a charge of Nemone's dodge available and her autonuke killed her against the counter. Having debuff immunity available makes the second half easier for any setup by not needing to treat 30%/15% differently. Even with only two characters doing damage, this wasn't bad at all with tons of FC to go around to keep stacks in check. Qilin is extra impactful with how many big ticket skills are recharged on each press - two sets of MC nukes, 30+50 FC with big damage from Siete 2 and 3, etc, to the extent that one call was enough to get through the trigger gauntlet. wind ship 8%/wind reactor 10% 0:00 start 7:39 75% 14:31 50% 20:04 30%