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Full-length team using Kokona + Mari + C.Shiroko setup. Team is easy to play, but difficult to optimise. The window where Mari and Mashiro overlap their basic+ skills is easy to miss. Small player-side variance spirals very fast. It is paramount to react appropriately to variable timings for Kokona's basic skill. Kokona's 1st basic skill as depicted is late: It can be consistently triggered at ~03:17 via timing C.Shiroko's first three EX casts @ [03:40.200 - - 03:29.500 - - 03:17.000], which will cause C.Shiroko's 03:20 basic skill to activate before she moves away from the ice pillar. Mashiro will fail to break ice the secondary EX hit if she does not have the buff from her basic+ skill. The basic+ should have been delayed @ 02:40, then again @ 01:37 to ensure that it is active for the 3rd ice break. (Animation lock from Mashiro's EX skill is 4 sec) Mashiro EX has a cast-to-hit time of 2.333 sec, Ice breaks are cast @ [03:08.300 - - 02:15.900 (after basic+ cast) - - 01:23.966 - - 00:31.500] T.Yuuka EX becomes stronger than Mari EX once she has 2 stacks of her basic skill. No idea what I was thinking using Kanoe instead of T.Yuuka at ~00:17. It didn't affect this run, but it was obviously still a mistake. Kokona Lv90 UE40 MMMM MMM 25/0/25 B37 T.Yuuka Lv90 UE30 MMM7 MMM 0/0/25 B31/33/20 C.Shiroko Lv90 UE60 MMMM MMM 0/0/0 B34/34/20 Kanoe Lv90 UE40 MMMM MMM 0/0/0 B22 Mashiro Lv90 UE50 MMMM M9M2 0/25/0 B30/32 Mari Lv90 UE60 MMMM MMM2 0/0/25 B34/20/31 Playing on 1x speed would be prudent for this team. I got into the bad habit of playing at 3x speed during previous Geburah seasons without Kanoe. This team seems to have a very large positive skew in its damage variance. Runs of 15M+ damage were observed on rare occasions. This team was shifted to the end of the Carry-1 setup, in hopes of mitigating our struggles with execution. Jbik0246, 8525, "Carry-2"/"Setup-1" 23rd Feb (Day 7), Carry-1 Repetition Practice, Uncompressed