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"I genuinely don't think there's any universe in which C0R0 Nefer can clear the Baptist. I wish I will be proven wrong though..." - literally me yesterday 0:00 Baptist 2:08 Iktomisaurus 3:31 Field Generator 5:42 Builds Baptist: Shoutout to S from JSM for the amazing strat for this boss! Best advice I can give is to follow the EXACT rotation in the video to break the shields as fast as possible while making the buffs and damage windows align optimally. It's rough, but it gets pretty consistent after a while. You will need about 240 ER on all characters other than Nefer, even if it means losing part of the buffs. If you don't have Nefer's sig, Widsith is a must. If you have really good builds you can get away with only 2/3 EM procs on Widsith, but I personally needed 3/3 in order to clear. (yes, a 1/27 chance, aka perfect RNG) Iktomisaurus: You probably know how to do this one already since there are tons of videos showcasing or explaining the tech, but you basically hit the shield with 3-4 Amber CAs, use Amber's Q, hold Jean's E slightly into the ground, raise the boss high enough to take fall damage, quickly bonk it and immediately do this last part again. Now repeat it for the second shield and the bat should easily die. If the boss escapes the vortex, then you probably held it on the ground for slightly too long. Just a small bonk is all you need! If the boss doesn't take fall damage when hitting the ground, you most likely didn't raise it high enough. Field Generator: Oh boy, this boss was probably the hardest one for me due to the lack of defensive utility and its very high damage output on stupid, borderline undodgeable attacks. This whole clear relies on the Flins jump trick to get the buff on his mini bursts, but it's SO much tighter than it looks. You only have a few frames of leniency for each hit in particular and losing the buff, even on a single hit, is a big damage loss. The most consistent way to do it is by doing a normal attack to move closer to the boss, immediately cancel it with a jump, pray that your jump is relatively low and press Q as soon as you touch the ground to get the buff on the first hit. After landing, instantly jump again to buff your second hit as well. From my testing, the inputs aren't frame perfect, but they're close enough that they never get truly consistent. (it's also somewhat RNG how high you jump since it depends on the hitbox of the boss) This, combined with the fact that you also have to adapt to whatever move this guy throws at you, since they each deal a significant amount of damage, makes this fight very... intense. In particular, the attack where he throws rocks at you is incredibly random and it was the cause of more than half of my resets. I also came up with a lot of small "optimizations" during the run, mainly consisting of delaying my rotations in order to stay on cycle while dealing with the mechanic of the boss. (you need to plunge on it once in a while) I played really well this run, only missing the buff on one hit, yet it was still very close. At least this proves that you don't need C6 Aino in order to clear Dire! Good luck if you plan on attempting it though... (you will need it) shoutout to chiori